WiP in WiP, post your screenshots!

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
:eek: looks great. Can we get a shot of the same area as in the first picture? Also those flat snow rooves look weird.
 
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3Dnj

Ducks
aa
Dec 21, 2008
288
638
Yeah, he does that in Mountain Lab also, and I really don't like it at that angle. From the ground you can't tell though.

It's my sign :p

Also, I found those roof weird too, but don't care at the moment, I will make some snow roof model to fit in the map at the end (but still a looot of work atm).

ctf_woods_a160002.jpg
 

osiem

L2: Junior Member
Jan 25, 2011
89
138
Element boy, I think the problem is in the way you're building your map - it looks like you've created a big square ground, and then filled it with some balconies, props, added some doorways and voila. It's not a way to build a good map. First, you need to have some main idea of the point, something that makes it unique in some way, and then build it step by step, route by route, don't just throw stuff into a square box. Sketch your area on the paper, if it makes things easier. You don't have any interesting height variation, it's a flat ground surrounded by some baIconies/walkways, I can't see any suprising flank , each of the doorways looks into the same area. This piece of layout isn't very bad, it's just boring, you don't have anything special to catch player's attention. Plus it's waaaay too open.
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
Element boy, I think the problem is in the way you're building your map - it looks like you've created a big square ground, and then filled it with some balconies, props, added some doorways and voila. It's not a way to build a good map. First, you need to have some main idea of the point, something that makes it unique in some way, and then build it step by step, route by route, don't just throw stuff into a square box. Sketch your area on the paper, if it makes things easier. You don't have any interesting height variation, it's a flat ground surrounded by some baIconies/walkways, I can't see any suprising flank , each of the doorways looks into the same area. This piece of layout isn't very bad, it's just boring, you don't have anything special to catch player's attention. Plus it's waaaay too open.

Wut? There never was a "problem". I have been using the last weeks on improving my maps design. And this is ONE screenshot of ONE control point out of THREE control points. I have only added props that serve a purpose so far. All doors are placed so they will minimize turtling. It looks boring because you dont make stuff visually appealing before beta :p

I do agree a little on the emptyness (Of THAT cp) tough... I'll have add more ground cover at some point
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,712
2,587
Back on rails after my exams :woot:

Working on an old map I really want to finish now.

Before it was this :
ctf_woods_a30021.jpg


Now it's this :
ctf_woods_a160001.jpg

Wait, was that a custom skybox and trees in that old one? Were they ever released in some form?
 

osiem

L2: Junior Member
Jan 25, 2011
89
138
Wut? There never was a "problem". I have been using the last weeks on improving my maps design. And this is ONE screenshot of ONE control point out of THREE control points. I have only added props that serve a purpose so far. All doors are placed so they will minimize turtling. It looks boring because you dont make stuff visually appealing before beta :p

I do agree a little on the emptyness (Of THAT cp) tough... I'll have add more ground cover at some point

Okay, since I'm a superpaintmaster, I've made some super-cool-bad-ass high definition visual feedback for you.

Anyway:
element%20boy%201.jpg


Also, by saying, that it looks boring, I didn't mean that it's visually boring. I meant that the layout looks boring. And I thought it's pretty obvious, that I comment what I see, not the whole map, don't tell me it's just one screenshot, I know it.
Just wanted to help, if you can't take my criticism, do whatever you think is good, it's your map. :>
 
Jan 8, 2011
397
393
Also, by saying, that it looks boring, I didn't mean that it's visually boring. I meant that the layout looks boring. And I thought it's pretty obvious, that I comment what I see, not the whole map, don't tell me it's just one screenshot, I know it.
Just wanted to help, if you can't take my criticism, do whatever you think is good, it's your map. :>

I have, a criticism, for you. You should, use fewer commas, in your sentences, because it makes them, really hard to, read. :p It just bugs me. Also, if English isn't your first language, then I'll feel terrible about this.
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
Okay, since I'm a superpaintmaster, I've made some super-cool-bad-ass high definition visual feedback for you.

Anyway:
<Image was here :3>

Also, by saying, that it looks boring, I didn't mean that it's visually boring. I meant that the layout looks boring. And I thought it's pretty obvious, that I comment what I see, not the whole map, don't tell me it's just one screenshot, I know it.
Just wanted to help, if you can't take my criticism, do whatever you think is good, it's your map. :>

Silly me... Forgot to tell that there's a shortcut to that point that helps the defenders arriving quicker. That means that most of the defenders will come along the red arrows:
awvy8x.png


About the height variation: I agree, but im a little out of ideas here... :p
If you have an idea it will be much appreciated! Don't think i can't take your critics. Critics are the best help you can get after all :p
 
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May 2, 2009
320
306
element_boy6522, my idea of high variation. Blu has high advantage and reds shortcut will bring them on lower part. Longer route gives red even high with blu.

Brown colors presents cliffs. Also photoshopped ledge for blu on left side to visualize more the high advantage.

Hopefully I'm thinking this map right:confused:

2hg3B.jpg
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815

I don't think you really understand what spam is or how it works in TF2. Spam is blind fire in anticipation of enemy movement. The omition of grenades from TFC to TF2 makes general spam really impractical in TF2 (reduced capacity for all classes for area denial with things like the nail, MIRV, napalm and regular grenades); so at best it revolves around a bunch of lesser skilled demomen spamming choke points such as narrow doorways with propelled nades, tight corners with stickies or capture points with both.

If anything were to recieve spam it'd be the narrow wooden framed doorways and the general vicinity of the metal capture plate.
 
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Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
element_boy6522, my idea of high variation. Blu has high advantage and reds shortcut will bring them on lower part. Longer route gives red even high with blu.

Brown colors presents cliffs. Also photoshopped ledge for blu on left side to visualize more the high advantage.

Hopefully I'm thinking this map right:confused:

2hg3B.jpg

W000T!!!

I like that!
TO THE LAB!!! :O :O :O :O