Spawnroom & Intel Room Detailing Mini-Contest - Q1 2016 **Voting Thread**

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
room2016_oatmeal // I just like it
room2016_Lotso // I love snowy maps so this was obvious choice
room2016_void // New theme but still fits TF2

Special mentions to Flower_shop_Guy, Exactol and Earkham for making awesome but not-so-TF2 stylish entries
 
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Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
room2016_exactol // FANTASTIC in all senses, I'd bet on this
room2016_void // Fantastic in some other senses, I'd bet on this if there wasn't exactol's one
room2016_davekillerish // Foundry theme, liek it

Also liked @Lampenpam, @Lotso and @Inqwel ones, just so they know there is one more person who likes their work quite a lot.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
room2016_void
room2016_idolon
room2016_flowershopguy

Honorable mentions: room2016_lampenpam, room2016_yrrzy

Thoughts on each entry:
Aeix: 3/10
- Spawn room looks rather generic and bland
- Top Secret door texture is stretched, and there's no depth to the door
- Unpacked ground texture
- Doorway in room above spawnroom opens into the void
- Train track curves too tightly for the flatcar
- Flatcar wouldn't fit through the shutter door with rockets on it
- Truck headlight beams don't line up with the model

Captain Clam: 4/10
- Visible seams on the cliff displacements
- Elevator is a cool concept, but where does the rest of the team spawn?
- Weird texture and light behind the air ducts
- Small metal door prop floating off the wall
- Tile wall behind resupply locker looks out of place next to worn concrete

Cytosolic: 7/10
- Spawn room is very dark
- Pointless ladder attached to the wall?
- Chicken wire should be scaled down a bit, default scale is too big
- Good use of dust particles
- Yellow tactile paving doesn't fit in an old mining building
- Lots of little details to explore

Davekillerish: 3/10
- Nonsensical wood beams in spawn room
- Cracked concrete ceiling supported by wood?
- Pipes on the walls make no sense
- Outdoor area looks like a prophunt map
- Too many overlays
- Outdoor area is just a big rectangle with no wall/roof variation
- If that rocket launched in this facility, everyone and everything would burn
- Is this leaked?
- This intelligence would be impossible to get to in a real map
- Descent to intel room just feels like a 2fort ripoff

EArkham: 6/10
- A bit dark, even for a night scene
- Lack of 3D skybox is obvious and breaks immersion
- Candle lighting is a nice touch
- Cherry blossom trees could have been lit better

Exactol: 7/10
- Awesome atmosphere
- Nice water refraction overlays
- Ceiling is too dark
- Elevator looks neat
- Relies too much on that i-beam texture

FlowerShopGuy: 8/10
- I like the mist and water sounds in the garden
- Cool particles on the big device
- Mist sprayer!
- Intense specularity on some textures makes some weird cubemap reflections
- Good outdoor scenery
- Not very TF2, but remarkably well made

Idolon: 9/10
- I love the combination of concrete and worn metal paneling
- Inconsistent/broken spotlights really give the place an abandoned feel
- Boiler prop intersecting with other boiler props?
- Good use of different colored lights
- Even the stairs aren't perfectly square!
- No soundscapes

Inqwel: 4/10
- Really could have used some of those advanced lighting options
- Brick wall at the boundary is abrupt and disappears when you get close because it's in the skybox
- Highest room in the spawn building is prop-spammy
- What are these weird things you're doing with the siding on staircases when they intersect with something
- 3D skybox looks rushed

iTi: 5/10
- Cool architecture
- Too empty to work as an actual intel room
- Lighting could have been a LOT more dramatic, it's too flat
- Dust particles would've looked nice
- Fitting soundscape
- Transition to 3D skybox is rough

Jones: 3/10
- What caused these neat holes in the concrete walls?
- Have to noclip out of the spawn room to get a closer look at your detailing
- Doesn't feel like a very practical or realistic rocket launching facility
- Thick door and window frames
- Spawn room looks like the generic Gorge closet

Lampenpam: 8/10
- Awesome attention to detail - things floating in the water, dust particles, sparks on machines, splash particles when resupply lockers are opened
- HDR is a bit too bright when looking outside
- Outdoor scene is perfectly eerie
- Broken wood planks look amazing, especially with hidden pipes inside
- Prop usage is a little too heavy

Lotso: 7/10
- Broken HDR cubemaps
- Cool mining tunnel spawn room
- Skybox is well done
- Lumpy mountain above spawn building looks strange
- Nice blending of styles - mining, manor, concrete
- Unpacked model

NickTF: 5/10
- THE FLOATING DOOR PULLEYS
- That control room overlooking the intel room can't see a lot
- International Headquarters sign sticks out like a sore thumb
- Layout and shape of the upper level buildings and staircases looks unrealistic/poorly planned when viewed from the intel room
- Cool little details like the sparking control panel

Oatmeal: 7/10
- Spawn building is beautifully done
- Nice 3D skybox behind the scene, but none in front?
- Rock props in the mining tunnel could have benefited from advanced lighting options
- Lots to explore
- I want to see a full map in this theme

Rayere: 3/10
- Broken HDR cubemaps
- One unpacked material (locker room door)
- Bland walls and lighting
- Too many different floor textures (required mat_specular 0 to see this)
- Doors look randomly placed
- Why do the tile walls in the locker room swap colors suddenly
- Weird lighting in the skybox

RodionJenga: 3/10
- Intel room lighting is flat and has a weird palette
- Detail outside is nice, but could be better. Looks like an old PSone game
- Visible nodraw/sky brush
- Hallways are bland, baseboards don't line up with corners and are flat
- Wouldn't be a very good intel room in an actual map

Ral the King: 1/10
- What is the point of the playermodels on tables with bottles?
- Crude lighting in spawn rooms
- Barbed wire held up by nothing + sign/overlay spam on central building
- Unrealistic supports under spawn buildings
- Area outside the security fences is just a bunch of random props
- Intel (?) room is just a basic box with props + stretched wall textures
- Pre-built teleporters are never a good idea in a serious map

Sil: 5/10
- I spawned stuck inside a flatcar
- Ceiling lights look nice in a subway setting
- Pretty good brushwork on the tunnel side
- Missing tiles on the wall aren't aligned with the texture
- Stairway leads to nothing?
- Garden light is disproportionally bright

Skullio: 5/10
- Nice cozy mountain lodge
- Seemingly random placement of wall lights
- Why so many different texture alignments on the wood balcony?
- Thick walls and window glass
- Hot tub is cool
- Transition to skybox is obvious

The Siphon: 4/10
- Map crashes my game when loaded in HDR
- No LDR cubemaps
- Feels very prop-spammy
- Fun to explore

Tierra-Verde: 6/10
- Bonus points because I love the aesthetic
- Good start rounding out the adobe buildings, but displacements would have let you take it further
- 3D skybox looks ok, if a bit flat and unvaried
- Detailing is a little sparse
- I could see this intel room in a full map

UDI: 6/10
- I like this look, it feels like it belongs in TF2
- This is very obviously a box; variation in the rock walls and a 3D skybox would have helped
- No advanced prop lighting on security fences - obvious dark spot on the wall
- Nice sniper hut
- Brushwork dock is well made
- Some of the props in the area with the red tank feel like they're put there just for clutter

Void: 10/10
- The most visually stunning entry I've seen in this contest
- Incredibly fun to explore
- Autumn palette is beautiful, but the color of the trees might be a tad too strong
- I love the humor in the custom signs
- Some wood floors are reflective?
- Creative use of unusual effects, like flies and hearts
- 3D skybox is seamless
- Please make a full map in this theme

Wilfire: -/10
- Crashed my game upon loading

Yrrzy: 8/10
- Awesome use of low lightmap scales
- Cool take on a spytech base
- 3D skybox is nice, but could be better
- No env_sun?
- Glow sprites on consoles are a nice touch
- Ceiling actually has depth!
- Why the paint patches in an otherwise pristine facility?