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HQDefault

...what
aa
Aug 6, 2014
1,056
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Recently I've been making a fully-artpassed port of Blood Covenant from quake champions into TF2, and here's what I got so far
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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Recently I've been making a fully-artpassed port of Blood Covenant from quake champions into TF2, and here's what I got so far
The kinda inside spy tech area looks a bit weird. I don't think the computer walls really fit the position.
 

Mattie

L2: Junior Member
Jul 28, 2018
59
351
So having not mapped for TF2 for a long while I've decided to return to the fray, picking up right where I left off with a KOTH map that I last touched in 2015. I'll hopefully try and get it tested ingame soon, since I remember that being constructive three years back, but for now I'm trying out some aesthetic stuff where it won't hurt the gameplay. The original map was going to have a Mannhattan/Central Park theme, but this time around I want to try something completely new - and to my knowledge, nobody's ever done a TF2 map set in South London before:
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Mattie

L2: Junior Member
Jul 28, 2018
59
351
The sniper sightline on the bridge concerns me
From what I remember the bridge sightlines were brought up back when originally tested, so if they turn out to be a problem during further testing I'll try to address them. I did have some railing signs in the last version, but those were to block off the out of bounds areas; with a change of message (and city) those could mitigate the sightline issue somewhat as well:
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Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
starting my first payload after a lengthened period of being scared of its mechanics, presenting juniper (10/10 original name which i made up in 5 seconds)
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fyi only blu spawn is finished so far, with most of the 1st cp being fleshed out
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
From what I remember the bridge sightlines were brought up back when originally tested, so if they turn out to be a problem during further testing I'll try to address them.

I also had an immediately reaction to the sightline across the bridge, but it was because I didn't notice these barriers and thought the bridge was much longer:
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I'd maybe put a few props behind it that don't blend in quite so much so that it stands out more? Could also be a non-problem.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
So having not mapped for TF2 for a long while I've decided to return to the fray, picking up right where I left off with a KOTH map that I last touched in 2015. I'll hopefully try and get it tested ingame soon, since I remember that being constructive three years back, but for now I'm trying out some aesthetic stuff where it won't hurt the gameplay. The original map was going to have a Mannhattan/Central Park theme, but this time around I want to try something completely new - and to my knowledge, nobody's ever done a TF2 map set in South London before:

snip

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haha that's amazing
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
If you're gonna start a risky idea, block it out first. In some external programs you can run around your map as you build it. This can be beneficial if you find yourself struggling to properly scale a map, like me. That way, when tweaking your blockout in Hammer, and then later iterating on the finished product, you can focus more on improving the layout and working out logic bugs instead of fussing over scaling issues.

I came across this useful knowledge when I used Minecraft to start blocking out my worst idea yet.

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Not done yet, but I just finished the Robot spawn.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
ditZNlx.png

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Posted some pics here and there in Discord, but as Halloween approaches I begin work once again ;). First pic's lighting is far from done.
 
P

Prosciutto

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Kind of outdated but my mvm map will release soon (Maybe in a day if you're lucky but probably not)
 
Oct 6, 2008
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Oct 6, 2008
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Thanks, I'm building pieces one by one then going to incorporate into a final alpha/beta version with proper lighting. I've got something special in mind for this pl map that should warp everyone's minds - and the name of the map will be pl_timewarp.
 
Oct 6, 2008
1,947
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Ok here's a couple more:

Starting to get the geometry down a little more.
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I'm looking at replacing the tracks for this map with a light track that the cart will go along - do you like the way it looks now because of the light patches or how do I make it a consistent blend?
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The time warp hole is at the end of the track - when payload drops in something interesting will happen
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Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
BLU spawning in a disguised boxcar could make for a believable entry into a map:
 

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