WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. Goldenes_Klo

    Goldenes_Klo L1: Registered

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    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
     
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  2. Heron

    Heron L6: Sharp Member

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    These first three pictures look very flat on the ground level, also I'd recommend increasing the map brightness a bit or changing the sun angle, the map overall looks pretty dark.
     
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  3. FunkEdge

    FunkEdge L3: Member

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    Any idea how to fix things like this?

    20190623203524_1.jpg
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Do you have any errors in your compile log?
     
  5. I dinne ken

    aa I dinne ken Has currently had enough

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    You should remake the brush. This is the sort of thing you should should ask about in the #mapping-help channel on the tf2maps Discord though.
     
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  6. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    Try deleting the wall, then putting it back.

    Oh, and does it appear in the editor?
     
  7. Goldenes_Klo

    Goldenes_Klo L1: Registered

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    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
     
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  8. Skittelz

    Skittelz L7: Fancy Member

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

    DioJoestar L2: Junior Member

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    Working on this but I might abandon it, I feel it wont fit too much in the TF2 style.

    [​IMG]
     
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  10. Narpas

    aa Narpas Takes way to long to make and update maps

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    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
     
  11. Asd417

    aa Asd417 Sample Text

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

    DioJoestar L2: Junior Member

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

    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.

    [​IMG]

    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.
     
    Last edited: Jun 30, 2019
  13. Yrr

    aa Yrr An Actual Deer

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    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.
     
  14. SnakedSnack

    SnakedSnack L1: Registered

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    20190703014447_1.jpg 20190703014312_1.jpg 20190703014251_1.jpg
     
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  15. Reas

    Reas L1: Registered

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    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
     
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  16. Reas

    Reas L1: Registered

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    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.
     
  17. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    That's all? Just a RED house, a BLU house, and a capture point? Am I missing something here?
     
  18. Reas

    Reas L1: Registered

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    i actually still have plans to add some stuff to the map as i develop it. Or perhaps even make the map longer. But i mean you can’t expect too much from a small koth map.
     
  19. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    dieaduct.png

    Here's KotH Viaduct. Maybe use the basic layout? Point is, you need to make this distance from spawn to the point longer, with more cover.
     
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  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Made a version of 2Fort for Wargroove. Code is CMLHC4HU if you wanna play it

    wargroove2fort.jpg
     
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