WiP in WiP, post your screenshots!

ibex

aa
Sep 1, 2013
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WIP pics for the WIP gods
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Overview
Happy 10th, WIP in WIP
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
Well, I missed the anniversary, but I can still contribute some WIP mapping! ...Right?
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Most recently, I've been working on a Trouble in Terrorist Town map:
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
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Happy 10th to this thread!
Here's something I whipped up pretty quick, clearly inspired by Hydro's radar dish~
Does anyone think this kind of thing could work in a comp map? Maybe as a 2nd Point spire? With scaled down verticality and more surrounding terrain and buildings? asking for a friend
iParWCg.jpg

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btw that sign above the computer alcove has the 'data link' sign overlay on it, I forgot it wasn't lit up for some reason :c

gosh darn I just love Hydro's visuals so much, even this simple scene is made much more appealing with its light_environment settings
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Happy 10th to this thread!
Here's something I whipped up pretty quick, clearly inspired by Hydro's radar dish
Great architecture you've got there.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Does anyone think this kind of thing could work in a comp map?
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It's rather closed in. I don't know a ton about competitive, but Sunshine probably has the most closed in 2nd point of any 5cp map and it is still considerably more open/accessible. The combination of being difficult to walk up to and being enclosed will probably make it difficult to attack.
 

MaartenS11

L2: Junior Member
Dec 19, 2015
63
16
Happy 10th to this thread!
Here's something I whipped up pretty quick, clearly inspired by Hydro's radar dish~
Does anyone think this kind of thing could work in a comp map? Maybe as a 2nd Point spire? With scaled down verticality and more surrounding terrain and buildings? asking for a friend
iParWCg.jpg

KtHHS88.jpg


btw that sign above the computer alcove has the 'data link' sign overlay on it, I forgot it wasn't lit up for some reason :c

gosh darn I just love Hydro's visuals so much, even this simple scene is made much more appealing with its light_environment settings
There are no deathpits in Comp maps
 

G.bo

L4: Comfortable Member
Sep 24, 2017
180
195
There are no deathpits in Comp maps

Steel, Upward, and in a technical sense all payload maps with bomb hatches have death pits.
[Though I can't recall any in 6v6, those are still technically comp maps.]
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Intrusion seems to have gotten a major makeover for A...

New version coming within the next few days, I know lots of you have been patient for this.

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FloofCollie

I really suck!
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Nov 5, 2016
600
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I think it's quite thematically consistent as some kind of metalworks or something but I will agree there's a lot of visual noise created by the grates and girders, and the blue/green Nucleus device below in the lava clashes a bit IMO. If it were attracting your eye to an important gameplay element it'd be just fine.

That said, I love the sense of vertigo created by the grate walkways! Reminds me a little of the first levels of Doom 2016. Keep at it!
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
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Just because there isn't doesn't mean there can't be.
OMg phahaha :D

yeah, I guess it's more a matter of doing everything you can to give your map a chance at being accepted by the comp community, and putting in hazards like deathpits mostly gets in the way of that.

Maybe you could create a really dangerous low-ground instead of a deathpits that runs under the point? I'm thinking something visually similar to the caves in Hydro.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
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Still needs some work, but a lot better than the previous structure (I hope)
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
I think it's quite thematically consistent as some kind of metalworks or something but I will agree there's a lot of visual noise created by the grates and girders, and the blue/green Nucleus device below in the lava clashes a bit IMO. If it were attracting your eye to an important gameplay element it'd be just fine.

That said, I love the sense of vertigo created by the grate walkways! Reminds me a little of the first levels of Doom 2016. Keep at it!
It’s kind of hard to see in the screenshot, but the point is located just above the nucleus (its hidden behind the slab of concrete). I purposely did this to help attract the eye towards the point (even if it is below it). I’ll see what others think once this gets thrown onto an imp.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Redid Intrusion’s skybox too, so it creates a consistent jungle theme (feedback from the last test suggested a theme remake, but others liked the 1st area, so I extended the jungle theme throughout the map)

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I guess you can call this “Original Mercenary Park remake without the god-awful chokes”

Edit: Ignore the water seam in screenshot 2.
 
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