WiP in WiP, post your screenshots!

Sep 12, 2008
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Thanks for the comments guys! Well yeah, it's scrolling on a horizontal axis.. I can't make it fade out when it's fading horizontally. But yeah, i'll probably make it like that version i first posted!
 

Fredrik

L6: Sharp Member
Aug 15, 2009
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Koth map in progress!
koth_roof_a10000.jpg

koth_roof_a10001.jpg

Don't know what I should put in this room, help!
 
Jan 8, 2011
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Did my layout for pl_Offshore. Can you guys tell me what you think? It's kind of tough to envision it exactly off the drawing, as it's top down, but I included (inside) and (on top) labels on all the buildings to show whether players will be in the building or on its roof or both. Ignore the extra blue lines, I made a different cart path first, then decided it was too straight.
http://i.imgur.com/VVJdz.jpg
(Not embedded due to large image :O )

Edit: Oh, and yes, I know RED will need another spawn room. I realized that right after I finished drawing it.
 
Jan 20, 2010
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Did my layout for pl_Offshore. Can you guys tell me what you think? It's kind of tough to envision it exactly off the drawing, as it's top down, but I included (inside) and (on top) labels on all the buildings to show whether players will be in the building or on its roof or both. Ignore the extra blue lines, I made a different cart path first, then decided it was too straight.
http://i.imgur.com/VVJdz.jpg
(Not embedded due to large image :O )

Edit: Oh, and yes, I know RED will need another spawn room. I realized that right after I finished drawing it.

You're walking on thin ice there. The drawing makes it seem like the areas will be very small and simple. Make sure to build arenas that the teams can fight over. And be careful not to make the routes too convoluted as well. I'll imagine you'll need to set up a lot of dynamic sign arrows to show people where to go when each point is capped and they have to start heading to a new place. Also, don't forget about height variation. It's probably the most important part of a PL map.
 
Jan 8, 2011
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The drawing makes it seem like the areas will be very small and simple. Make sure to build arenas that the teams can fight over. And be careful not to make the routes too convoluted as well. I'll imagine you'll need to set up a lot of dynamic sign arrows to show people where to go when each point is capped and they have to start heading to a new place. Also, don't forget about height variation. It's probably the most important part of a PL map.
Yeah, the drawing doesn't quite show what's in my head. This is going to be a somewhat small map, but the buildings will serve as key positions to take control of. Setting up all the arrows shouldn't be too hard, and as for the height variation, don't worry; I have lots planned. It's just sort of hard to see in the drawing, as it's top-down. As for the right-angle issue Nerdboy brought up, I hadn't thought about that. I'll definitely keep that in mind once I begin building.
 

tyler

aa
Sep 11, 2013
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Some more progress on the hologram thingie. Still need to find a way to make it more high-tech/lighting-esque. Right now the texture is slowly scrolling to the left (as seen from the outside) and to the right (as seen from the inside) and it is also slowly pulsating (getting darker/brighter) with a sine wave every 2 seconds. I will make a video when i release an A1 so i can record a replay on the TF2M server!

I'm also planning on changing the colour when a team caps the CP. :D

Did you see that Mangy was doing this with Estate, also?
 
Sep 12, 2008
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Yes, his map was the inspiration for this, but, if i recall correctly, the very first one to use this was A Boojum Snark, with his traingrid map.

Anyways this is just a WiP, and the texture itself will probably be different so it'll look less like Estate's caps!
 
May 2, 2009
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RaVaGe, why is your shack so dark and what's that red light on the tree? :confused:

The TomHoen Contest!

Make in Hammer what he draws!
Are you sure you're ready for it? Here's old A4 sketch what I usually draw and how detailed/small I draw it:



Thanks everyone for comments, you guys made my day happier.

Now some WIP from cp_riverbank_1a2. I redid the second point as it was too huge and the second point was easy to miss. But now I think it's too cramped:

9761D931EC44CED065C26C78C240CA9373D01217
 
Mar 23, 2010
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mystery1

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figure out which official map i'm ripping off somewhat into an a/d gorge map and win an UPVOTE
 
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