WiP in WiP, post your screenshots!

Jan 20, 2010
1,317
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Valve being retarded is not an excuse for us being retarded too.

Actually, it is sort of. It's a judgment of what things are important and what things aren't. In Granary's case, where the containers came from is not something we actively think of when we are playing the game.

However, I think Beatz just over did it a bit in terms of how tall they are. Specially the two on the left that seem very precariously placed.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
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Still very WIP
Qz0gG.png


Few more screenshots I guess.
http://i.imgur.com/GRSnx.png
http://i.imgur.com/tcLfw.png
 
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
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IEUkH.png

Pretty rough but it gets the idea across. This look about right? I got a lot of tweaking left so the transitions on the textures dont look so rough. The rocks don't really feel right at all to me...
 
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waxpax

L5: Dapper Member
Feb 25, 2011
238
151
All right, I was looking at cp_factum_test5 and wanted to comment on it but there doesn't seem to be thread for it and I can't seem to find the author's profile to PM him/her, so, I'll just post it in here and hope s/he gets it. If this is the completely wrong place, can someone point me to a better one? Thanks.

The walls are a bit bright, but the bigger problem I had was it was difficult to see that this was a trench, until I fell in the first time running over it :/


I didn't even know I was on mid till I had it about half capped, you'll need to add something, but I assume you know this.


There's a line between this metal plates that sort of simmers and was driving me nuts:


Again the walls are just too bright in this area.


Rollouts seemed all right on the map, I think you should add a wall or crate between the spawn doors to allow soldier to wall jump more easily (bad picture of this :p)


Rolling out right seemed the best, but I think it might be nice to allow a roll out on the left/center you'd probably need to add a ramp here for so a medic wouldn't be so slow going this way:


I think you might need some health here for the left rollout, the pocket would probably have a medic on him but I didn't test the demo rollout with realistic conditions (used the sticky jumper)


This bothered me a little since I'm really starting to hate those purple textures, but I was happy it was all I found on the map
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
I didn't have cheats on, so I don't think I had full bright on. Can the mapper enable full bright on the map without the client enabling it? Because the only way I know to do it is to enable cheats and then enable full bright.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Wait, that's not your map... This isn't really the place for map feedback. It's where mappers come to post something of their own creation if they don't think it's progressed enough to have it's own thread yet. If they haven't made a forum thread for it, then too bad, they miss out. P.S. It's fullbright
 
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tyler

aa
Sep 11, 2013
5,100
4,622
Do you guys not read or what?

Anyway I've been reworking the area before B on Desertion lately, when I have time. Still a lot to do, not sure how similar to this shot it'll be in game, but hey. Not dead.

ssGzI.jpg
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Do you guys not read or what?

Anyway I've been reworking the area before B on Desertion lately, when I have time. Still a lot to do, not sure how similar to this shot it'll be in game, but hey. Not dead.

ssGzI.jpg

Looks different, yet the same...

One thing that bugged me when I was playing was that it was hard/long for me to get up to the room above that point to clear out blue...
 

tyler

aa
Sep 11, 2013
5,100
4,622
That bugged me too! I'm going to rework B after this is done, or maybe release a12 and rework B for a13. It should get less frustrating to fight back.