WiP in WiP, post your screenshots!

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
Medieval intel?
SS-2011.06.27-03.55.26.png

Very rough. (it's just a couple of planes with shell and turbosmooth!)
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
But I liked the pooping statue in estate :c

also
DSTSm.jpg

wOukz.jpg
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
They're not misaligned, that's how they will be oriented when I detail it (BECAUSE FUCK GAMEPLAY TESTING YEAH). It's a singlestage PL map, themed somewhat around sawmill and the Bullet Crops pack's maritime theme.
 

tyler

aa
Sep 11, 2013
5,100
4,622
how do i make this look good

R94vp.png
adlha.png


leaning towards using the one on the right but haaaaaaalp or someone do it for me
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
The right one is better. Tone down the red, make all of the text slightly more transparent, and copy the white part of the window into a layer set to Multiply that's on top of the text.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
That light on the upper right looks weird, get rid of that sprite or whatever it is.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
The map looks very dark and it doesn't fir the skybox. :eek:
The detail looks nice though. :>
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Medieval intel?
SS-2011.06.27-03.55.26.png

Very rough. (it's just a couple of planes with shell and turbosmooth!)

I like the scrolls. Just make sure the sides are all one smooth group.
Right now looks like some polys aren't and it makes it look more rough/jaggy than it would is they were all one.

Plenty of polys imo. That's a very up close in your face shot which will rarely be seen in game.
 

GenEn

L1: Registered
Jul 16, 2010
46
54
cp_electron_blocking%20out.jpg


First impression of my mid 5cp map.
Lemme know what you think! :p

//GLaDOS

It's a little too far out to see properly. I think the size is good, but for the future, you might want to use the engineer model/visual/thingy in Boojjum_Snark's prop library. It provides better reference.

Also, very badlandsy in terms of height variation. I hear that's a great thing.
 

Flambe

L1: Registered
Dec 12, 2009
9
3
New CP prototype

Better post this before I forget about it. (And please say this is the right place to put this)

I had an idea a while ago for a new game mode using control points but I never got round to making a working prototype, but now I have. Currently it's probably unbalanced and maybe a little confusing. So I'm going to try and explain the basics.

First of all the map is set out similar to that of a plr map. Teams spawn at right angles to the playing field. The last round of plr_pipeline is a good example. This is what I mean:
R7EbL.png


To help make the game mode less confusing, I've added doors separating each capture point from the spawns (except cp1) and each capture point from each other. This means that each team is forced towards the first capture point. Door locations are here:
geooi.png


Here are some basic rules of the game mode which may be changed due to game play/balance issues:
  1. Any number of Control points can be used (3+ recommended)
  2. All control points are neutral to start with
  3. Only one control point is unlocked to begin
  4. When a control point is captured by one team, the next control point is opened BUT the last one is still available for capture
  5. If a control point is captured twice (each team captures it once) it is then disabled

One of the features I've implemented to reward the team that captures points is easier access to the next control point. This is where the doors come in. (The diagrams above will be used here.) Though the above example is quite extreme as it would most likely give the team capturing points a major advantage, it shows the basic concept.
Say Red captures CP1, what happens?
  • CP2 becomes unlocked
  • Door A opens
  • Door C opens
As you can see, both teams now have access to CP2 but Red has a more direct route there as they capture CP1. If Blu was to then capture CP1, door E would also open, giving Blu the same advantage. This is why there is an incentive for Red to also stay at CP1, to stop Blu getting the same advantage.
But if Red capped CP1 and Blu didn't, Blu could still sneak through, cap CP2 and get the advantage on the final Cap. This shows that there could be a lot of variation in the way the game is played making it fairly unique each time. But if one team is much better than the other, they could storm through the game very quickly with little opposition.

Also seeing as CP maps usually have a HUD going from left to right due to the fact you are fighting towards bases, I rearranged it a little (shown as default with no points captured on a 3cp map):
vLeYY.png


If you're interested in having a look at the map in game or in hammer, here's a link to the files: http://dl.dropbox.com/u/3485494/mapsrc.zip
You may notice that if you play the map, some of the lights are off. This is just another aid to point players in the right direction, aim for the light! (Lights turn on if control point next to them is unlocked)
Also sorry for the bad mapping. I didn't take much care in stuff that wasn't heavily related to the game mode.

Thanks for reading this! I'll be happy to answer any questions you may have.
If you want to use this concept in a map you're making, please give me credit and perhaps show me it!