HOLY. SHIT. @ Shaky Grounds trailer.
(Well, okay, there's other awesome stuff that people are working on, but especially that.)
As for me...well...I'm working on a map based on
a certain race course from the Mario Kart 64 reject bin.
Screen #1 is a zoomed-out 2D overview in Mapster.
Screen #2 is the same map, but spun around using the F3 feature in Mapster's 2D view.
Screen #3 is atop the building roofs in the northwest corner of the map, looking southeast. (That big dish/receiver thing in the distance can also be seen in some other screenshots here.)
Screen #4 is where the start-finish line was in the Mario Kart 64 course, looking southeast.
Screen #5 is also at the start-finish line, looking northwest.
Screen #6 shows a restaurant west of the center of the map. (This would be a Duke Burger, but there are too many Duke Burger locations in maps already, so I decided to name it something else instead.)
Screen #7 shows a church south of the center of the map (and some buildings nearby, including the one with the big dish).
Screen #8 shows the interior of the church.
Screen #9 shows a view from atop the hill (above the tunnel in the southwest part of the map) looking northeast.
All of the above use the classic renderer in Mapster (with the visibility cranked up).
Screen #10 shows the same view as #9, but in Polymer; the draw distance in Polymer prevents distant structures from being visible here.
Screen #11 shows a view along a road on the south side of the map, looking west into the tunnel. (The tunnel actually curves right, but the rest of the tunnel is cut off by the Polymer draw distance.)
Screen #12 shows a Polymost closeup view of the church organ (literally the
only thing in the whole map that looks good in Polymost).
Anyway...I tried to rescale the map so that certain dimensions (widths of roads, heights of one-story buildings) made sense, but it's still
butt-fucking huge and I don't know if/when it will ever be finished; I'm hoping to put at least
something in every single building (even if it's just one big room inside) but I don't know if it will work out that way due to map resources (especially walls).