WiP in WiP, post your screenshots!

soylent robot

L420: High Member
May 26, 2009
499
394
fiddling around with sandblast's finalest point
B52C2C37D024B357D70B12B58B13B57C97149401

D405482EA439968621BB15D9798CA4A91BA9AED6

9FA3A1F5EFE8DB32F1D875F9F4A73B39836321C1



*fapfapfap*
 

DRONE.JMR1

L1: Registered
Dec 9, 2011
14
16
Hi All,

The following is the rough concept // layout for my first TF2 map.

I've been making some good progress.
In the past week I have the block-out roughed and have been doing a ton of scale adjustments, adding doors, and environment props.

attachment.php


-JMR1
 

DRONE.JMR1

L1: Registered
Dec 9, 2011
14
16
For CTF, you want to watch out for big yards and small, easily defendable intel routes.

Just as a note, since it looks like you might have one in those concepts.

Totally,

I would like to keep it somewhat open but I have def. had Engineer and Sniper on my mind the entire time I've been designing this... I've got a lot of cover and routes that will play as part of the strategy. It is also a central single flag CTF. It will hopefully become a faster, higher point based CTF map. At this stage though... it is hard to say but testing should be fun.


Those are really nice drawings.

Thanks! :thumbup:
 
Mar 23, 2010
1,875
1,700
http://min.us/mjzg84Yie george, need to put something on that bridge, probaly some debris ala doublecross

cp a/d probably 3-4 points single stage. took some inspiration from badwater but not really at all.
 
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DRONE.JMR1

L1: Registered
Dec 9, 2011
14
16
Progress as of late... Just started blocking in and working that scale.

Building in the back is finished just needs cosmetics and pathing from it...

6496978803_7c9e8db2b7_z.jpg


6496978625_580e409068_z.jpg


6496978487_73585e0d9f_z.jpg


More to come soon...
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Also protip, use the texture without the player outline. Much less visual noise.
 

DRONE.JMR1

L1: Registered
Dec 9, 2011
14
16
Seems a bit overscaled there Drone, by a lot.
I'd say scale it down by about half.

There is still a ton of blocking to do from my initial design and I should have taken some screens from the editor for an even better look at the scale. There will be trimming and asset propagation happening in certain areas to decrease the scale. Hopefully its enough to meet that half mark.

Also protip, use the texture without the player outline. Much less visual noise.

I'll def. spare you of that tragedy in the following... was just working as quickly as I could.

Thanks for the helpful tips.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
I'll def. spare you of that tragedy in the following... was just working as quickly as I could.

Thanks for the helpful tips.

Rushing will only cause issues. Take your time. It says some hassle in the end, and you'll feel better about it later on too.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Drone, from what you have it looks alright but you should really consider getting it more blocked in as you say you're going to. Otherwise you're gonna get a constant stream of "It still looks overscaled".
 

DRONE.JMR1

L1: Registered
Dec 9, 2011
14
16
Drone, from what you have it looks alright but you should really consider getting it more blocked in as you say you're going to. Otherwise you're gonna get a constant stream of "It still looks over scaled".

Definitely, I will hold off on more WIP screens until I've got the rest blocked in. I may post a couple more once I put the env_sun and get the shadows working properly.

This will be a night map, it may rain, who knows. If you guys have any suggestions for that or know of maps who have used it well it would def. help with my research.

There will be lot's of focus on the unnatural light (spotlights, light posts, etc). If it's not raining, there will be some natural moon light.

As far as the project is concerned, I am only within the first 8 to 10%... Lot's of changes to be made. I appreciate all of the critiques and help!
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Here's a little bit of a koth map I'm working on. I'm hoping to convert it to a 5cp map at some point with this as the middle.

Just the middle point. The 3-layers can be jumped up.
2011-12-13_00001.jpg


Here's a shot of the inside of one of the towers. You can't go under the stairs.
2011-12-13_00002.jpg


A shot of the spawn. The spawn room sign is just visible on the right side. The two areas on the top are the main entrances to the middle and the entrance in the bottom goes to the drop-down.
2011-12-13_00003.jpg


A shot of the drop-down. It is possible (but very difficult) to FaN/Basher/Rocket/Sticky jump up the drop-down.
2011-12-13_00004.jpg


Future plans:
-Texturing/Detailing
-Modifying bits of maps based on suggestions/testing.
-Enlarging spawn/adding 1 or more door.
-Others TBD.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
It still looks pretty nice. The roof bugs me a bit, I guess because its tiling like that while also being flat. I really can't explain it.

Either way it's pretty neat. I have yet to play Amnesia but this looks like it'd be a fun "map" to try out if I were to play that game.