WiP in WiP, post your screenshots!

E-85

L1: Registered
Apr 9, 2022
9
1
I’m starting my first map and was thinking about a construction site theme, where instead of players running uphill to capture the point, they run down into an open pit. A total of six entry points are planned: two from the North and South on the colored bridges, two from the East and West either by dropping into the pit or running down a dirt ramp into the pit, and a tunnel under each bridge. I’d like some feedback on this idea and where you guys think I should take this. The current plan is to, at least, make the orange at the bottom of the pit a displacement and the area around the cap a concrete block, but other than that I’m wondering if it’d be a good idea to keep pushing forward with this idea. Any thoughts or advice?
 

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
466
You're gonna need to be careful to make sure that the open ground above the pit doesn't become a sniper no-man's-land.
If that happens, whichever team capped the point first would just hang back and pick off enemies before they even have a chance to take back the point, which is no fun.

Here's an example of how you could build the area to avoid this:
1654874755910.png


While I'm at it, here's an example of how you could structure the area before the point:
1654875370705.png


I don't wanna imply that you should absolutely do something exactly like these diagrams since it's your map, but I hope this gives you some food for thought.
 

E-85

L1: Registered
Apr 9, 2022
9
1
You're gonna need to be careful to make sure that the open ground above the pit doesn't become a sniper no-man's-land.
If that happens, whichever team capped the point first would just hang back and pick off enemies before they even have a chance to take back the point, which is no fun.

Here's an example of how you could build the area to avoid this:
1654874755910.png


While I'm at it, here's an example of how you could structure the area before the point:
1654875370705.png


I don't wanna imply that you should absolutely do something exactly like these diagrams since it's your map, but I hope this gives you some food for thought.
Thanks for the great insight!
 

Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
154
144
WIP screenshots of my artpass of duel_geoteknik for Open Fortress (layout by fossil)

Screenshot 2022-06-17 220421.png

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spruce

L3: Member
Aug 14, 2022
109
29
For the past 3-4 days I've been working on a map, koth_tasmania, I have yet to finish the layout but I think this is a pretty ok central area, although it'll need re-touching after I expand and make the spawnrooms among other additions

Lightning is poor because I wanted to get some basic screenshots, I'll add better ones when I finish the layout

Here's a few screenshots on "Comanglia: Cinema" config.
 

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spruce

L3: Member
Aug 14, 2022
109
29
koth_tasmania update:
Because I haven't done the spawns yet I will not release this or make a post about it, now with a proper overview image because I forgot how to do them last time (for some reason some ramps are invisible, no idea why) and bots fighting to make it easier to tell the overall size
The skybox is Not finished and yes, the fog is too thick, I forgot to lower it a bit before compiling
 

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,326
1,867
koth_tasmania update:
Because I haven't done the spawns yet I will not release this or make a post about it, now with a proper overview image because I forgot how to do them last time (for some reason some ramps are invisible, no idea why) and bots fighting to make it easier to tell the overall size
The skybox is Not finished and yes, the fog is too thick, I forgot to lower it a bit before compiling
ooooh, I *love* the new lighting. I hope to catch this next time there's a playtest!
 

Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
154
144
Love the chaotic look of a WIP 3D skybox

1663869933824.png
 

Kaia

a little grey, a little blue
Server Staff
Dec 17, 2021
3
27
I haven't touched this much since late August or early September, but I hope I can push beyond A point to the parts I'm excited for.

unknown.png

unknown.png
 

Erk

erk
aa
Aug 6, 2016
443
1,106
1667526625692.png
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Been a while since I've posted in this thread, felt like showing off some stuff I've been working on for this Smissmas!
 

clippy605

L1: Registered
Aug 27, 2023
9
3
Quite the glow-up from alpha 1 to 2. Still worried soldier and demo will be too strong, but it will be better than it was.


20230908064532_1.jpg
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T

The Asylum

And now here's something that's actually very very likely to see the light of day:

20230920215257_1.jpg
20230920215331_1.jpg

Thanks to forum member Brain Dead for these awesome models
 

BeepSterr

L2: Junior Member
Jun 10, 2015
74
40
Took me a little bit but really glad to have deleted this point and done it from scratch

Before:
HYyaSsef8[1].png


After:
20230921190358_1.jpg