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Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
429
414
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
167
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
1,292
2,613
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
39
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
39
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.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
i finally finished most of the map only thing left is mirroring the map, creating the spawnroom and completing the skybox.
That's all? Just a RED house, a BLU house, and a capture point? Am I missing something here?
 

Reas

L1: Registered
Oct 6, 2018
39
31
That's all? Just a RED house, a BLU house, and a capture point? Am I missing something here?
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.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
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.
 

goodwizard435

L1: Registered
May 7, 2018
18
6
Just a couple of images of a map I am working on. Is the layout clear enough or do I need a few more photos?
20190715024551_1.jpg
20190715024618_1.jpg

engineworks1.jpg
engineworks2.jpg
engineworks3.jpg
engineworks4.jpg
engineworks5.jpg
engineworks6.jpg

As I am very new to mapping I am pretty nervous, and this is my first map. Anything obviously bad? As always any feedback is appreciated.
 

goodwizard435

L1: Registered
May 7, 2018
18
6
They are meant to be, but now I'm changing them to props. However, I may be putting that map on hold sadly just because its very hard to copy and rotate it all the time, due to one side not quite matching up to hammer units (one side is constantly 8 hammer units off, meaning that it doesnt quite match up and its annoying!). Im making a slightly more traditionally styled koth map which is better scaled, so I can practice my skills, and perhaps remake engineworks (the map currently shown) with the skill the idea deserves.
 

YOYOYO

20 crashes and counting
aa
Jul 10, 2017
555
437
I'm trying to build a little medieval village behind the Fortress for Excalibur. I guess this is a start, but I'm having trouble making it easily view able to players.

ctf_excalibur_a50010.jpg