WiP in WiP, post your screenshots!

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Here's a first map that I'm working on: right now, I call it "Home Plate". It's a single stage payload map that takes place in the heart of RED's armory. You capture "The Silo", "The Bomb Building", and "The Gate" before destroying a rocket at the end.

Screenshot (8).png


Here's the gate that opens when capture point 3 is opened.

Screenshot (6).png


This is BLU's first spawn. To the right is the silo. Note that I'm using the scrapped "End of the Line" bomb cart.

Screenshot (7).png

Here's the section leading up to the Bomb Building...



Screenshot (4).png

And then after adding the logic, hammer fucked me over and removed my ability to edit. Well, that sucks for me.

Edit: So, I've decided to start anew, with a file for the map, and a file for the map with logic so I don't lose all my progress when I add the payload logic.
 
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FGD5

aa
Jul 18, 2016
117
663
The next additions to more vehicles is coming along nicely, the truck cab just needs some little texture tweaks and the trailer needs logos. Also, I added a 2nd cab to spice things up a bit, still to be properly textured of course.

upload_2019-6-15_23-7-48.png


And the train from above is on its way

upload_2019-6-15_23-12-1.png
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,005
1,317
The next additions to more vehicles is coming along nicely, the truck cab just needs some little texture tweaks and the trailer needs logos. Also, I added a 2nd cab to spice things up a bit, still to be properly textured of course.

upload_2019-6-15_23-7-48.png


And the train from above is on its way

upload_2019-6-15_23-12-1.png
Logo you say? Freight Gets Delivered for FGD?
 

Goldenes_Klo

L1: Registered
Jun 10, 2019
8
5
Hello, first time posting screenshots of my map.
It's a mvm map set at a logging facilty near a forest. Currently it's mostly made up of dev textures but I wanted to ask for some general tips on how to design the gameplay space. Most of the props and detailing serve gameplay purposes.
Any feedback is appreciated.

woodworks_5.jpg

robot spawn/"forest entrance"

woodworks_1.jpg

woodworks_8.jpg

"trainyard area"

woodworks_2.jpg
woodworks_3.jpg
inside of the sawmill

woodworks_4.jpg
woodworks_9.jpg

left path to the hatch

woodworks_7.jpg

right path to the hatch

woodworks_6.jpg

hatch area/player spawn
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Do you have any errors in your compile log?
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Try deleting the wall, then putting it back.

Oh, and does it appear in the editor?
 

Goldenes_Klo

L1: Registered
Jun 10, 2019
8
5
Hello, first time posting screenshots of my map.
It's a mvm map set at a logging facilty near a forest. Currently it's mostly made up of dev textures but I wanted to ask for some general tips on how to design the gameplay space. Most of the props and detailing serve gameplay purposes.
Any feedback is appreciated.

woodworks_5.jpg

robot spawn/"forest entrance"

woodworks_1.jpg

woodworks_8.jpg

"trainyard area"

woodworks_2.jpg
woodworks_3.jpg
inside of the sawmill

woodworks_4.jpg
woodworks_9.jpg

left path to the hatch

woodworks_7.jpg

right path to the hatch

woodworks_6.jpg

hatch area/player spawn
Okay so I've redone the robot spawn area to feature some basic height differences and turned the ground into displacements. I've also changed the lighting of the map to make it brighter and resemble sawmill a lot more. Still it's quite basic and any feedback or ideas are appreciated.
reworked_forest_1.jpg
reworked_forest_2.jpg
reworked_forest_3.jpg
 

Skittelz

L6: Sharp Member
Mar 17, 2016
399
281
Okay so I've redone the robot spawn area to feature some basic height differences and turned the ground into displacements. I've also changed the lighting of the map to make it brighter and resemble sawmill a lot more. Still it's quite basic and any feedback or ideas are appreciated.

Sweet but I hate how those displacement textures don't align properly
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
It has too much detail for something TF2 styled. I'd suggest simplifying the mesh a lot and moving most of the details to the texture/material instead
 

DioJoestar

L2: Junior Member
Jul 1, 2014
71
169
It has too much detail for something TF2 styled. I'd suggest simplifying the mesh a lot and moving most of the details to the texture/material instead

Thats the point, baking that model into the texture of a low poly version.

Depends on the size of the prop. That level of detail would fit tf2 if it is as big as the nucleus reactor prop.

As you can see, theres a handle on the top, so you can make an idea of the size. I wanted to make a different version of the intel from the asteroid map.

Asteroid_RED_Reactor_Core.png


I also thought on model something to attach the prop to the wall, like a slot. I took the idea from the initializer and stabilizer from dino crisis video game.
 
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Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
I would def simplify it to the kind of complexity that RD prop is instead, imagine it had to appear in a cartoon or something, being drawn at a small scale.
 

Reas

L1: Registered
Oct 6, 2018
40
31
So i haven't mapped in a while and thought i'd come back to it. currently it has no name but as you can tell it's going to be a KOTH map.
Ekran Görüntüsü (52).png
 

Reas

L1: Registered
Oct 6, 2018
40
31
20190711220351_1.jpg

i finally finished most of the map only thing left is mirroring the map, creating the spawnroom and completing the skybox.


Feedback is appreciated.