Hey! Hi all! I want to show all of you the new map I'm working on. It's an underwater base/city map, mostly based on Rapture city (from Bioshock). Here are some screenshots: Spoiler I'm pretty excited at how this is turning out, I think I can make something nice (if I manage to place the water correctly xD). You can give me ideas if you want, I can add some of them if I find them cool. Thanks for reading! Progress will be listed on replies. PROGRESS Map rooms [||||||||||||||||||||] 100% Decorations [||||||||||||||||||--] 90% T. traps [||||||||||||||||||||] 100% Detective R. [||------------------] 10% Background [||||||||||||--------] 60% Level Lights [||||||||||||||||||||] 100% Optimizations [||||||||||||--------] 60% Overall progress [||||||||||||||||----] 80%
Okay! I worked in some decoration for the map! Here are the screenshots! Spoiler I have a problem with the underwater part.... people will drown... I'll try to find a solution on that part, or, in the worst case, remove it.
Okay, the map has now enough content to make a "tour" video, so... here it is: I have to work in some more rooms, and then start working on details, sounds, lights, traps and optimisation. A lot of work to do... but I think it will look decent on the end.
In the underwater places people would block the exit so you drown... (ik you said it too) but nice map!
I can easily solve that with a prop blocking brush, the problem is that the distance between water exits are too far away and people will at least take some damage from drowning. It's not posible to make water not drown you... the only solution I'm thinking on is placing some "air bubbles" around the underwater part. EDIT: Oh! you meant block with their bodies. We'll... it can be considered a traitorous act and the one drowning might kill the one blocking (like the elevator on ttt_island)
Screenshot time! Spoiler and finally... my masterpiece! I spent 10 hours figuring how blender works and how to compile the model to hammer but I finally got my custom model into the map!! Yeah! the final name will be Neptunia. I'm very proud of this model *sniff*. Well, and about the map: I don't have to add more rooms (apart from the T rooms). From now on, I'll be decorating the map, correcting light and setting up detective room and traitor traps. :3
Still working on this! Spoiler: Screenshots! Map is nearly done, I need to work in some T gadgets and Detective room. I have to add some teleporters and correct light and add effects for realism. After that, I'll have to build the skybox and the background decorations, optimize it, and done!
Here's the demonstration of the Traitor room, T gadgets and Detective portable tester (maybe I'll get rid of the tester because it's too buggy) Another option for a tester is to make it fixed with the "key" on Detective shop.
Second issue being the map maker hasn't been seen for 2 months and hasn't posted updates for 5 months.
It has been a while but I managed to finish this project Here is the workshop link if anyone wants to check the map: http://steamcommunity.com/sharedfiles/filedetails/?id=1270473227
Texture work and brushwork can be spiced up, its bland and repetitive in certain areas, and lighting needs to be worked on too (no shadows on pillars etc)