WiP in WiP, post your screenshots!

Dayal

L3: Member
Feb 8, 2017
123
293
Progress has been really slowly and had to redesign several areas because I never was happy with them. But finally I'm satisfied with this.
cNXgcCk.jpg
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
That's twice as many times as I have played it.
 

ibex

aa
Sep 1, 2013
308
529
Not even once?
Well the one time I was interested in trying it out I made the mistake of queuing bootcamp ha. Quit after 15 mins of people entering/leaving without readying.

Most friends moved on from TF2 long ago so haven't had any interest until mapping.
 

red3pit

High on melancholy
aa
Dec 3, 2016
262
309
llXlfNz.jpg

ldm0xW3.jpg

Trying to make a medieval version of harvest, because I love this map, I love medieval and why not?
 

Etasus

L420: High Member
Jul 24, 2016
463
251
I may have lied to y'all... I am going to be doing the control point contest, because I had a random spurt of inspiration:
finale2017_smallbiscuit0000.jpg
finale2017_smallbiscuit0001.jpg

It's really dark right now, but I promise it will get a massive lighting overhaul before release... I plan to have it set in a pyramid... the entire last point of what may eventually become a 2cp A/D map is set entirely indoors, inside of a pyramid... If I continue, it may end up being blue attacking from a sphinx...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Noticed the BLU spawn has a lot of open space (which in itself should be fine, but considering size) and most of the height differences feel sorta random.
 

FancySnacks

L1: Registered
Aug 16, 2016
20
28
The control points needs some lightning pointing at it because it isn't that easy to notice, also points of interest should always be highlighted and most visible.

Apart from that, looks pretty good
 

Etasus

L420: High Member
Jul 24, 2016
463
251
The control points needs some lightning pointing at it because it isn't that easy to notice, also points of interest should always be highlighted and most visible.

Apart from that, looks pretty good
If you notice the post above: I don't care too much about lighting at the moment, I'm currently just trying to get the gameplay details in...

Remember to make doors tall enough for giants. 192 seems to work.
None of the doors aren't 192 high... the big archway is actually 256 high...