WiP in WiP, post your screenshots!

Reas

L1: Registered
Oct 6, 2018
40
31
Looking nice!
I understand this is an early alpha version, but you may want to look up 'displacements' to make the ground bumpy instead of having it as a flat plane. Looking great so far otherwise!
Thanks, btw the alpha 1 isn't even here it's a very wip map here is a photo of what i made so far:
Ekran Görüntüsü (24).png

btw thanks for your feedback but that's not the only mistake i've done. i also overdetailed the blu spawn for a very wip map and like only 5-10% of the map is complete so...
 

FGD5

aa
Jul 18, 2016
117
663
londonvehcles1.png
londonvehcles2.png

Here are 2 of the vehicles I've done so far for the London Pack
Both are still a WIP
(Credit for the bus texture goes to Mattie)
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
First time making big (boy) map. For ctf
I don't know if it's just temporary, but it's bad practice to build your maps inside a giant sky textured cube. If you want to do the same thing for quick compiles, just use the cordon tool. Otherwise, seal up your map properly.
 

NEYIRAN

L1: Registered
Oct 7, 2018
10
11
I don't know if it's just temporary, but it's bad practice to build your maps inside a giant sky textured cube. If you want to do the same thing for quick compiles, just use the cordon tool. Otherwise, seal up your map properly.
Yes. It is temporary. When i'll build enough for alpha, I'll make sky textures smaller to match the map
 

YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
622
556
So, when do you guys think I should make the jump to beta stage? I'm currently working on A4, what do you guys think?
In my opinion, go as far as you can in alpha, so that the layout is solid. you can even start some smaller details in the alpha stage. Many people go to double digit alphas, so it seems to be a good choice.
 

FGD5

aa
Jul 18, 2016
117
663
WIP Taxis
Still some tweaking to do.
(Does anyone know how to stop the seams on a model from showing at a distance?)
taxis.png
 
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S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
IDbNdaA.jpg

My 3rd attempt at a decent PassTime map, and my first real map all around.
Sides are pitfalltraps. If the ball goes off the edge, it gets teleported to the closest cannon on the wall and blasted back into the playing field.
I'm planning on having a few sets of traps on the field. Once a goal is scored, one of the trap sets activate for 30 seconds before deactivating. Also, random powerups will spawn in 4 locations every minute.
I just wish func_monitor worked in tf2, so I can have a camera follow the ball carrier and display on the monitor in the centre. I also would like to make animated crowd cards to make the stadium look more full.
The arena is named for the Cornwell company, a company that is featured in a few maps and is named after Dean Cornwell, one of the inspirations behind tf2's art. However, the company is associated with Red according to the wiki, so I think I'll just name it to Mann Center
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
upload_2018-11-3_0-22-25.png

Any fans of Ross's Game Dungeon?