WiP in WiP, post your screenshots!

Dayal

L3: Member
Feb 8, 2017
123
293
20170412151630_1.jpg

Took me a while to be happy with a hatch area, but I feel like this turned out to be good.
 

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
So I was experimenting with 45 degree angles and was pritty happy with how this turned out. It's very loosely inspired by the first point of thundermountain.

20170412220813_1.jpg


20170412220909_1.jpg


20170412220827_1.jpg


(Interiors are a bit dark at the moment because I haven't added lights)

20170412220844_1.jpg


20170412220859_1.jpg
 

Etasus

L420: High Member
Jul 24, 2016
463
251
So I was experimenting with 45 degree angles and was pritty happy with how this turned out. It's very loosely inspired by the first point of thundermountain.

20170412220813_1.jpg


20170412220909_1.jpg


20170412220827_1.jpg


(Interiors are a bit dark at the moment because I haven't added lights)

20170412220844_1.jpg


20170412220859_1.jpg
at first, I thought you were talking about 45-degree inclines, and I thought to myself "holy crap... that's a terrible idea..." and then I noticed the 45-degree angle entry way, and realized, you're slightly insane... Wish you luck...
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
at first, I thought you were talking about 45-degree inclines, and I thought to myself "holy crap... that's a terrible idea..." and then I noticed the 45-degree angle entry way, and realized, you're slightly insane... Wish you luck...

45-degree is easy enough to work with, just visualise an angled grid over the 90-degree one and you'll be fine
 

Etasus

L420: High Member
Jul 24, 2016
463
251
45-degree is easy enough to work with, just visualise an angled grid over the 90-degree one and you'll be fine
no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?
If there is an easier way to do this, and I have been doing this the hard way the entire time, please tell me...
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?
If there is an easier way to do this, and I have been doing this the hard way the entire time, please tell me...

all you need to do is build them on your 45-degree grid to begin with
WzgTQmk.png


edit:

p.s, (√2)/1 is close enough to 3/2 to look/ feel basically the same, and is neater to work with in 45-degree space
 

Tumby

aa
May 12, 2013
1,087
1,196
no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?
If there is an easier way to do this, and I have been doing this the hard way the entire time, please tell me...
You use ctrl+b to auto snap to grid.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
all you need to do is build them on your 45-degree grid to begin with
Ok humor me, but how are you doing this, vertex tool or what?
Also how about this layout for a mvm map on a huge moving cargo truck (think container ship)
WIN_20170413_10_12_31_Pro.jpg

sorry for the blur

First time playing with an MvM layout. How did I do.
that seems quite good, I would just like to point out the lack of cover on the high ground, and a potential :nodraw: in that corner
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
that seems quite good, I would just like to point out the lack of cover on the high ground, and a potential nodraw in that corner
Higher grounds sometimes dont realy need a lot of cover. On short maps you want to avoid this! Count the cover in decoy.

But about the map overview:
Note that each 45+ degree corner the bots take they will tend to clutter together making burst damage from stickies and piercing miniguns deal extra damage more reliably. More corners can make the map easier. Although bots will still automaticly spread out acros the width over time. 2 chained 90 degree corners to the same direction however will focus them toward 1 side which is risky. In mannhattan the biggest U turns have been countered by 2 things:
- 1 has a low ceiling and a very disrecommended spot due to easy ambushes (low visibility of the map overal)
- 1 is very open for the bots to watch so even though they line up, they can constantly shoot at you. And they generaly do only line up near the end of that U turn as the first half is on a slope which reduces piercing potentials.

The simple rule to watch for is: Can i effectively camp at this corner? If yes, how can i give the bots a way to disrupt the camping? Often a flank can be enough to hinder them. And i do see some potential on your map to allow a few bots to pass (when they move out the spawn, most can go right, but just a few bots taking a flank on the left are enough to disrupt someone camping and force them to watch 2 lanes).

Also, blind spots to allow spies to quickly spawn behind them can sometimes be effective although anoying at the same time. Being carefull is needed in this case. Decoy has plenty of spots to spawn them behind the players. Yet none of them are directly behind them, once spies spawn they are very disruptive. But they still take a few seconds to actualy arrive so when you get killed it rarely feels as a random death.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
MvM WIP

a9f4cf8ebf.jpg

28b30d6073.jpg


Not 100% happy with the front water area (its a bit flat and boring right now) but it seems OK in-game so we'll see
 

ThatOneOwl

L1: Registered
Apr 10, 2017
23
64
Hello everyone.

I think some of you might remember me. If not, then that's alright. You don't have to.

As some of you might know, last week I've realeased a map known as "ctf_granite_a1". First of all, I'd like to thank you for all those 24 downloads. The work on the next version is going, even though I haven't received any sort of feedback or advice. But I'm still going to continue improving this map, even though I have no idea what am I doing. Anyway, here are some screenshots of my recent progress.

20170414192606_1.jpg

20170414192634_1.jpg
 

Etasus

L420: High Member
Jul 24, 2016
463
251
very wip mvm!
mvm_euler_a10000.jpg
Going for a spawn room inside of the pyramid, (meaning it may be a BIT cramped...)
mvm_euler_a10001.jpg
Main hatch area outside of spawn (taking HEAVY inspiration from coaltown for the final hatch area, but the place where the bots come in will [hopefully] be much different from coaltowns)
mvm_euler_a10002.jpg
The "spine", thinking about increasing the size of the lower part, seems very small...
mvm_euler_a10003.jpg
And in the middle of the void (which is why the props have absolutely no lighting), we see a giant sphinx, which when I finally get around to it, will be the place the bots come out of (instead of the carrier)
 

Necrσ

aa
Nov 16, 2015
198
488
very wip mvm!
mvm_euler_a10000.jpg
Going for a spawn room inside of the pyramid, (meaning it may be a BIT cramped...)
mvm_euler_a10001.jpg
Main hatch area outside of spawn (taking HEAVY inspiration from coaltown for the final hatch area, but the place where the bots come in will [hopefully] be much different from coaltowns)
mvm_euler_a10002.jpg
The "spine", thinking about increasing the size of the lower part, seems very small...
mvm_euler_a10003.jpg
And in the middle of the void (which is why the props have absolutely no lighting), we see a giant sphinx, which when I finally get around to it, will be the place the bots come out of (instead of the carrier)

While I like the idea of the using the sphinx model, I would still put a carrier somewhere behind it or nearby. The carrier is seen in all MVM maps, and being visible from the majority of the map, it lets players know what gamemode it is. Kinda the symbol of mvm maps
 
S

saph

I swear this is the same map @zahndah. We're just tightening up some things before reimplementing all the logic and adding roofs.
UKI37EW.jpg

(Mistakes were made.)
GsSHb28.jpg

l3Bl77p.jpg
gSNbcIS.jpg