WiP in WiP, post your screenshots!

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
499
852
blomp

WwJJ6hf.jpg

zgJt991.jpg

Yes. we need more nighttime maps. (i know it's wip, but the gameplay space is rather dark)
 

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
310
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
21
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...
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Shit ton of work today:
finale2017_smallbiscuit0005.jpg
finale2017_smallbiscuit0006.jpg
finale2017_smallbiscuit0007.jpg
finale2017_smallbiscuit0008.jpg
finale2017_smallbiscuit0009.jpg
finale2017_smallbiscuit0010.jpg
finale2017_smallbiscuit0011.jpg
I managed to completely seal my map from the god awful skybox, threw rubble into the exits (to make it seem like the map is more than just the final cp, and also to keep them in the final cp area), threw some signs around to tell you what point you're trying to cap, and threw in a nice set of things to break up the wall texture... I completely forgot about red's spawn, and should probably fix that...
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Shit ton of work today:
finale2017_smallbiscuit0005.jpg
finale2017_smallbiscuit0006.jpg
finale2017_smallbiscuit0007.jpg
finale2017_smallbiscuit0008.jpg
finale2017_smallbiscuit0009.jpg
finale2017_smallbiscuit0010.jpg
finale2017_smallbiscuit0011.jpg
I managed to completely seal my map from the god awful skybox, threw rubble into the exits (to make it seem like the map is more than just the final cp, and also to keep them in the final cp area), threw some signs around to tell you what point you're trying to cap, and threw in a nice set of things to break up the wall texture... I completely forgot about red's spawn, and should probably fix that...
I feel like the sand blend texture would work better for those displacements of rubble. Just my thoughts though.