WiP in WiP, post your screenshots!

Moonrat

nothing left
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Jul 30, 2014
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Is this what you wanted?
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
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I keep thinking that Moonrat is Fantasmos because of that profile picture.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
6,394
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I've been kinda experimenting and made a little SuperHot clone in Team Fortress 2.
It's so crappy, that it doesn't deserve it's own thread imo, so i post it here ._.

Here's a "trailer". (not quite the current version of the map, but meh):

Here's a current gameplay, it's a pretty self-explaining map i think:

Thats actually pretty impressive! I assume you just change the host_timescale depending of you're moving or not?
 

TyeZenneth

L6: Sharp Member
May 31, 2014
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Don't ask me why. I couldn't tell you.
 

Muddy

Muddy
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Sep 5, 2014
2,576
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I've been kinda experimenting and made a little SuperHot clone in Team Fortress 2.
It's so crappy, that it doesn't deserve it's own thread imo, so i post it here ._.

Here's a "trailer". (not quite the current version of the map, but meh):

Here's a current gameplay, it's a pretty self-explaining map i think:
I did something similar in CS:GO a while ago, except I had a separate button that toggled slow-mo on and off. Think like bullet time in the Max Payne games.
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I couldn't find a way to do so, if you're moving, but a guy on the steam discussions helped me creating a script, that changes the host_timescale if you press w, a, s or d.
The only problem with that is people with Dvorak keyboards or direction changing scripts won't be able to use your map, but I can't think of a work around off the top of my head
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
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OK, I'm serious this time, I think I've got something that I want to hold on to. and develop past the first point. But I need your help before you move on: does scaling look alright to you? Walking distances between areas feel OK, but I'm not sure about combat zones in general. Here it is, 5CP, 2nd cap:

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Shogun

L6: Sharp Member
Jan 31, 2014
260
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That's looking good! It could be a bit awkward to maneuver with the random props all over the place.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
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That's looking good! It could be a bit awkward to maneuver with the random props all over the place.

Thanks! I'll be reducing prop spam by release, and I've already done so a bit under Moonrat's advice.
 

Yrr

An Actual Deer
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Sep 20, 2015
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i thought about making cp_badlands_invisible where everything was nodraw/skybox but i figured it wouldnt be fun
 
Aug 30, 2015
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Remade the general layout of Thirst into an Attack/Defense Map

Early Alpha - Point A.jpg Early Alpha- View from Point A.jpg

Playing with the Swamp theme, by which I mean, the swamp textures and skybox. Was it YM that noted that the Badlands lighting works with just about anything? Oh well, I can confirm that the Badlands lighting works with the swamp haze skybox

Early Alpha _ Sunken Car.jpg
I'm having way too much fun sinking props into the ground

Currently leaning towards calling the map CP_Soma. You can tell I have faith in this map because I am putting some fucking effort towards the brushwork. Current concerns include the fact it is half the width of Gorge

Aiming towards having a working prototype of point A done by the next gameday, although given the reception Thirst got, a half abandoned Imp may be more appropriate. Haha! Some self deprecating humor for you