Wiretap

Jan 20, 2010
1,317
902
1 1 1... uh, 1!

Lol. Okay, I missed that one. xD Stiiiiiiill. I want moar. MOAR, goddammit.

It'd be funnier if the product number actually said "1 1 1 uh... 1" :p

Edit: Oshi- 200th reply. I feel so special. :O
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
ctf_wiretap_b10000.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Detailing's coming along quite nicely. A couple of nitpicks:

ctfwiretapa110000.jpg


The siderails on these staircases should probably be level with the top of the steps, not the bottom.

ctfwiretapa110001.jpg


That top step is weird, and is set back from the landing by, what, two units? There's no need for that. Just make the landing go all the way across and leave off the top step.

ctfwiretapa110002.jpg


These "doors" clearly go nowhere; there's a blank wall on the other side. I know you already knew that, but I just thought you might like to know I'm on to you. :glare:
 
Apr 19, 2009
4,460
1,722

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Now that I've actually looked at littleedge's comments, those pipes going into the computers does seem more than a little weird, but I suppose they could be for cooling if that was the idea.

Also I have never seen that wall with the metal strip in it used anywhere before, even in official maps. Is it not actually a TF2 texture, or am I just not paying attention? It seems to fit in decently enough.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Beta I
- Full Detail Pass
- Optimization
- Clipping
- 3D Skybox
- 16 Audio Reels scattered throughout the map

ctf_wiretap_b10004.jpg


ctf_wiretap_b10005.jpg


ctf_wiretap_b10006.jpg


ctf_wiretap_b10008.jpg


ctf_wiretap_b10009.jpg


ctf_wiretap_b10010.jpg


Yeah, that's right. Beta.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
Great job on getting the beta out. Just a few things that i found.
ctf_wiretap_b1_1.jpg

^that might be a big problem.
ctf_wiretap_b1_2.jpg

^same place, not as big of a problem. And yes i know it is nodraw
ctf_wiretap_b1_3.jpg

^ little overlap, its the curve by the ramp up to the bridge.
In an unrelated note all are reels belong to me now
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
ctf_wiretap_b1_3.jpg

^ little overlap, its the curve by the ramp up to the bridge.

Are you referring to the misaligned textures on the wall, or the weirdness going on on the ground? They both need to be addressed, anyway.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Not gonna img tag so everything doesnt load at once

The curved winodw in the intel room, i can see below the horizon just from standing. Make the ground extend out longer and possible mountains/cliffs at the end. Possible some more buildings and a road out there? https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10000.jpg



The displacements look rushed

Feel like there should be more stuff... something. I'm standing on the bridge roof so i shouldnt be able to see out of the map from a place where i can stand https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10001.jpg https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10002.jpg

Playerclip the supports in the intel room https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10003.jpg

Feel like the bright map should emit some light. A mixture of small blue and white light entities should do the trick :J https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10004.jpg

Plain wall in a gameplay area https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10006.jpg

Feel this spot is empty, and technically it shouldn't. Here's me inside the gameplay area https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10007.jpg And then i move forward out of the map https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10008.jpg

So really there should be a building there where you can see the outside of it from the gameplay area

Don't know why this block isn't shiny https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10009.jpg

Dark fence https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10010.jpg

Black? Why so upclose? https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10011.jpg

You could replace the black with another vista. Because really the detail is fine but there's really a lack of environment outside the gameplay areas. It feels like you are in a box floating in space

That vista could do some magic but also pay attention to the other ones
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
You did the impossible.

You made the intel room look good.WITHOUT using siwtchboards!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
In reference to supersandwich's post, the cubemapping on the intel room floors is kind of messed up in general. I can see the infamous diagonal seam thing in two different spots, and for a room that size, there's no reason the whole floor shouldn't use the same cubemap. Although I'm not sure how to ensure that they do; I assume they're picking up from nearby cubemaps in other rooms.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
In reference to supersandwich's post, the cubemapping on the intel room floors is kind of messed up in general. I can see the infamous diagonal seam thing in two different spots, and for a room that size, there's no reason the whole floor shouldn't use the same cubemap. Although I'm not sure how to ensure that they do; I assume they're picking up from nearby cubemaps in other rooms.



You can tie faces to a cubemap.
https://dl.dropbox.com/u/1758462/feedback/ctf_wiretap_b10006.jpg seems fine to me, as the rest of the room is pretty busy.

I think all the problems of the map feeling like a floating battlezone could easily be solved by a nice 3d skybox filled with displacements and maybe even the odd shack.
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
To be honest, most of the stuff Super pointed out was a result of a rushed Beta. Beta 2 will not only have that blasted Teleporter Exploit fixed, but also be doubly detailed. It will have a lot more. A lot.

BELIEVE IT.