WiP in WiP, post your screenshots!

D.C.V.

L2: Junior Member
Sep 11, 2020
52
37
Yeah. Basically you have to:
  • Set up your model so that those particular polygons use a different material than the rest of the model; you can and should keep the UV mapping the same
  • Make the material file for that material, referencing the same $basetexture but also including $translucent 1
  • Add alpha-channel transparency to where the windows are in your texture, along with any other alterations you might want (clouded-looking edges are a popular choice)

I'm kinda bit confused. Can you show me step by step with screencaps? I'm doing it the wrong way.
 

PyroDevil

L3: Member
Sep 19, 2014
123
142
Haven't used hammer in quite some time. Feels good to be back. I've started work on a 3cp attack/defense map. This is Blu's spawn + courtyard so far.
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Khaki Cap

L1: Registered
Jan 22, 2022
10
1
Me and my bud are making our first (KotH) map, based on IRL location.
We're sticking to the rules and trying the best to keep it clean, but I think we still need help from someone with the map.
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FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
You should turn off texture scale lock when resizing brushes, it's what likely resulted in those stretched orange textures in the first shot. You can set the texture X and Y scales to 0.25 to reset it
 

Khaki Cap

L1: Registered
Jan 22, 2022
10
1
You should turn off texture scale lock when resizing brushes, it's what likely resulted in those stretched orange textures in the first shot. You can set the texture X and Y scales to 0.25 to reset it
I did not knew about that. Well, thanks for the tip.
 

Best_Username

L1: Registered
Feb 7, 2022
5
1
Hey, guys. So, I've been working on a payload map on and off for a very, very long time, and I was wondering if you guys had any feedback or advice on my layout so far. Do you think it would play well?
01.png 02.png 03.png 04.png 05.png 06.png 07.png 08.png 09.png 11.png 13.png10.png 14.png
 

SosenkaZPolski

L1: Registered
Feb 13, 2022
15
2
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My first time ever making a map, watched UEAK's tutorial on Hammer, and decided to do a MvM / Payload map. These are my first screenshots, and the map is sort of in the purgatory state, as I dont really have any ideas on what to add to it. I'm going for a Mannhattan / Coaltown mixed with Steel. The plan is, (when the map is mostly finished of course) to make the payload spawn in after the end of the 6th wave. The players will have to push it to the robot spawn. There will be some custom voicelines, if I make them / even have time to make them. The payload will also have a custom model to accompany the voicelines.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,326
1,867
My first time ever making a map, watched UEAK's tutorial on Hammer, and decided to do a MvM / Payload map. These are my first screenshots, and the map is sort of in the purgatory state, as I dont really have any ideas on what to add to it. I'm going for a Mannhattan / Coaltown mixed with Steel. The plan is, (when the map is mostly finished of course) to make the payload spawn in after the end of the 6th wave. The players will have to push it to the robot spawn. There will be some custom voicelines, if I make them / even have time to make them. The payload will also have a custom model to accompany the voicelines.
Sounds pretty ambitious! I wish you the best of luck!
 

Best_Username

L1: Registered
Feb 7, 2022
5
1
My first time ever making a map, watched UEAK's tutorial on Hammer, and decided to do a MvM / Payload map. These are my first screenshots, and the map is sort of in the purgatory state, as I dont really have any ideas on what to add to it. I'm going for a Mannhattan / Coaltown mixed with Steel. The plan is, (when the map is mostly finished of course) to make the payload spawn in after the end of the 6th wave. The players will have to push it to the robot spawn. There will be some custom voicelines, if I make them / even have time to make them. The payload will also have a custom model to accompany the voicelines.
This sounds very cool! Be careful about getting too ambitious, though. You don't want to burn yourself out.
That being said, this does sound very cool. Plus, you could always try to convert it into a regular Payload map version, to get two maps in one.
Best of luck to you. I think you can do it. Don't give up. :) And I'll help try to spark some ideas for you if you still feel stuck and don't know what to add next. I have that problem, too.
 

Kyno

L1: Registered
Nov 3, 2021
13
1
making a mall map called trade_orangemall, you probably already get the general idea of it
there will be big spawn rooms on each side with benches and resupply cabinets, i've yet to implement that just so i can test if the map is working okay
gravity is a little lower then usual so people can easily jump on the next floor
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i'm proud of these planter boxes they look pretty nice!
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there was also a burning car in the parking lot but it refuses to appear in game, nor does the fire effects or fire sounds..?
welp, any tips?? i used no tutorials for this map so far so i dunno what to implement
 

Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
154
144
I'm working on porting the arena map Château Guillard from Overwatch to Open Fortress!
This'll be the last version before this all gets fully artpassed :)


chateau-a2-1.png

chateauoverwatch.jpg
 
T

The Asylum

so you know how i just randomly started making a control point a few years ago and then just kept going

yeah im picking it up again for the contest

did i mention this is all pre-release alpha detailing? i have the dumb
 

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