WiP in WiP, post your screenshots!

trees

L2: Junior Member
Apr 1, 2017
80
39
I made this for detail practise, based on upward A point

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Another based on cp_fastlane

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tomcat

L1: Registered
Jan 21, 2019
42
3
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Progress on my koth map.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
It looks a bit flat. Try adding some height variation; even 64 units would be good
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,326
1,867
No screenshots this time, as it's almost 2 AM where I live and I'm about to go to bed.

A few months ago, I posted some Minecraft screenshots and talked about how it can be helpful to sketch out a risky map idea in a 3D environment to get a feel for the scale. That risky idea was MvM Goldturkey, an experiment to see how small a MvM map can be while still being fun to play on.

A1 is about halfway done right now, with me still needing a number of things to make the map functional. Currently, minus the as-of-writing unbuilt RED spawn, the map fits snugly into a 2816 x 3200 x 1028 cube. I plan to compare this to the size of in-game MvM maps to see how much smaller it is comparatively.
 
Oct 6, 2008
1,965
450
It's too late for me do do anything for the contest with everything else that's going on but here's two screen shots of a space station themed tug-of-war map or a multiple payload version that I've been screwing around with - will have a star field skybox when completed. This will most likely bee the main combat zone. If anyone has any ideas as to what I should do for the other sections, feel free to suggest

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
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a heart rating would be great because I think mine stopped from seeing these amazing details....

Oh yeah, also
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Here's a sneaky peak at canale's next version
 
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tomcat

L1: Registered
Jan 21, 2019
42
3
Completed RED and BLU side, think I'm done with mid, tested the map, everything seems fine.

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Might have the map up soon!

EDIT: THE MAP'S UPLOADED, FELLAS! Feel free to check it out!
 
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Oct 6, 2008
1,965
450
Ok, making a tug of war payload map on a space station :) I have no clear idea of where or what I'm doing on this map yet. i.e. no idea where / how I'm going to implement spawn rooms - thinking of teleportations.

Here's some screenshots for you:

This will most likely be the main combat zone (looks bigger than it is) - centre bridge with death pit - cart will start in the centre - then go towards warehouse
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Entry into what I'm going to call warehouse - only 4 lights used - the ambient light comes from the track.
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Cart will then go through a torus and come back the same way towards the centre - you will see space out of the windows
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Need some help with this one - although I made torus the faces aren't aligning up right any ideas how to make this tunnel below?
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Cart exits towards centre pit - the blast plate drops and blue or red pushes the cart into the hole (main bridge will retract also)
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tomcat

L1: Registered
Jan 21, 2019
42
3
Hey, I'm trying to make a spytech-themed A/D map (not gonna be a huge project, just something to keep me occupied while i fine-tune koth_steamroll) and I can't find a good ceiling texture to use. Should I just use the floor_tile texture or is there a good one that I can use? Thanks.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,005
1,317
Hey, I'm trying to make a spytech-themed A/D map (not gonna be a huge project, just something to keep me occupied while i fine-tune koth_steamroll) and I can't find a good ceiling texture to use. Should I just use the floor_tile texture or is there a good one that I can use? Thanks.
Look at Junction and see what it uses.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
So this thread just hit 2 million views.

Congrats to all who posted and viewed this then!

Also anyone else happen to notice that this page I posted on is 1972 (the year that MVM takes place in)?
 
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