dusktilldawn_erk: 4/5 -I like the overall use of simplicity -The skybox buildings looked decent, although the lighting on one of them looked strange -The map lines up to the skybox seam well; there are a few shadow differences, but I'll mostly forgive those because suorc(tm) -My biggest gripe is the glow of the pond. I get that it's supposed to be reflecting the moonlight, but it still feels off somehow... Maybe it's the env_sprite in the middle? Is that supposed to be the moon itself reflecting off the pond? If so, why is it visible from any angle, even when the moon is behind me? It's cool in concept, and it sorta looks cool? But it also sorta breaks immersion... dusktilldawn_ailurus_v5: 4/5 -Displacements are whack in a couple spots -Why does the waterfall glow but not the water -The water wake animation on the shore does not look good -The water glows visible from the shore are... alright? They feel a tiny bit uncanny -Some parts of the map are a bit too dark, in particular I can't see anything in the tunnel bend near the shore except the glowing mushrooms (which are admittedly nice but why don't they cast light onto the surrounding cave?) -Overall the lighting seems unpolished in a few areas; some areas are too dark, while at least one prop is too bright -Elevator logic seems broken? I hit the up button, but nothing happened, so I hit the down button, the elevator door opened, but while the door was opening the elevator was already going up without me, and then the elevator door closed again, and then opened again without the elevator? Also where'd the elevator go? There's no up area, I was on the top floor- in other words, the elevator phased through the ceiling. Why is there an up button at all on the top floor? -A higher lightmap resolution would really help the map in a few places -Alright, the hidden spytech lair/pyroshark factory is cool. Very extensive, there's a lot going on and I like most of it. -I somehow noclip through the floor and get stuck while trying to view the falling halloween crates and neon anihhilators in the lowest basement area? Not gonna dock points for that, but perhaps you shoud figure out what causes that... -Strange cubemap on one of the floors? -I can tell a lot of effort went into this, and it mostly paid off, but there are some areas that clearly needed a slight bit more attention... I'm torn between a 4 and a 3, but I'm leaning towards 4. dusktilldawn_idolon: 5/5 -This looks absolutely amazing. The brushwork is very detailed and well-done. Skybox looks neat0. Everything fits together really well. -The sprite glow effect on the MHANKO sign outside looks awkward at extreme angles -The upper 3 floors are effectively identical; I feel like some potential for variety was lost there. I was also disappointed to find that there was nothing past the top floor. It just feels like there should be more up there than just repeating floors... Almost gave the map a 4 for this. dusktilldawn_constructionzombie: 2/5 -I feel like this map doesn't really qualify for the theme. There's just too much natural light shining on the map; the outdoor areas are too well-lit by the sun. Which is a shame, because this map does a lot of cool stuff. The sunbeams are awesome, the buildings are well-made, I like the detail of the gutters being full of leaves... But it doesn't fit the theme. It'd be unfair for me to rate this one properly when it broke the rules while everyone else followed them. Assuming this map did fit the confines of the theme, I'd probably rate it 3 or maybe 4, but since it doesn't, I have to dock some points. (One person said that the point of the contest was to do fancy stuff with lighting. While that's certainly one aspect of the contest, I think the main point is to create an interesting scene using a nighttime or near-nighttime setting [hence the name], especially using artificial [non-sun] lighting to light up areas that would normally be lit up by a light_environment entity. Certainly there are plenty of interesting ways to use lighting during the day, but I don't think that's what the contest organizers had in mind when writing the rules.) -There aren't enough trees in or near the playable space to account for all the leaves everywhere- needs more autumn trees. -While the buildings are well-made, nothing aside from the sunbeams is outstanding. Don't get me wrong, the sunbeams are awesome... But there's only so long one can stare at those before getting bored. As a normal map, this would be fine; in fact, I think with some layout adjustments this theme would make for a nice KOTH map or something of the sort (you've even already got a control point! But the building needs opening up if its gonna be a main gameplay space). But detail contest entries must necessarily be held to a higher standard of detail than normal maps, and in that case I don't think this map stands up. So I stand by my decision to rate this map a 3 (if it fit the rules). dusktilldawn_asg_alligator: 2/5 -This looks quite good. However, given how indoors it is, the actual dusk theme seems inconsequential to the map's overall appearance. The only window is quite high up and tough to see out of from ground level. -The skybox is quite bland and boring. -The paint markings are quite detailed and well-done, I think. -The rest of the map just... doesn't have a lot to offer visually, though. -The windowframes to the spytech area have improperly rotated beam textures. dusktilldawn_dotmd: 5/5 -The waterfalls are glowing but the water is not -The tile texture on the stone tile stairs would look better if properly rotated -Honestly, not much for me to say except for: excellently done. GG. Take your 5/5. dusktilldawn_krazy: 5/5 -Holy shit, the lightining actually lights up the map? That's so cool I don't even care to correct my misspelling of lightning -The log cabin looks amazing -The cubemaps are a bit weird but the puddles in the mud are a nice touch, however they end quite abruptly where they meet with another displacement without them dusktilldawn_mikroscopic: 4/5 -I like the architecture, it's quite well-done -The skybox buildings could use some more detail -It also feels kinda... lacking? I can't quite put my finger on it but something just feels missing. Like there should be more. Some of the buildings feel underdetailed. I want to give it a 5 but it just doesn't feel like a 5. I also kinda feel like giving it a 3... I'm getting a lot of conflicting feelings about this map. dusktildawn_reddagger: 3/5 -Some of the detail wood brushes, such as those of the workbench or the shop shelves, are thicker than necessary for their purpose and are thus off-putting -Some of the wood textures were not rotated properly -On a few props, the lighting was a tad too bright -The mug sitting on the shelf is sunken into the wood too far; if you look in from the top, you can see the wood instead of the bottom of the mug -Outside of the gas station, there's not a lot going on. I know you were going for an "isolated" look, but it feels more "empty" than "isolated". -It's not bad, but it's not great either. dusktilldawn_yo: 1/5 -Cubemaps seem kinda very fucked -Lighting is super flat; are any of the light sources actually emitting light? -Not a lot happening -Doesn't look like much effort was put in -The above feedback was from when I viewed the map with HDR on. Out of curiosity, I loaded the map with HDR off, and the lighting actually seemed to work; the above lighting issues seem to be an issue with HDR. If you're gonna compile with HDR, test with HDR to make sure it works so you don't get things like this. If you can't get the HDR to work, then don't compile with HDR. Feedback after this is from viewing the map with HDR disabled, unless otherwise stated. -The texture scale on the flowing water should be higher; it noticeably loops over and over again. -The map looks a lot better like this, but still not great... -There's an overabundance of bamboo in the skybox, I feel like you could've been a bit more creative there. The skybox is meant to give me the impression that there's a larger world out there, but I'm not getting that impression here. -Cubemaps are less fucked with HDR off, but there's still an overly reflective surface on one of the small staircases that's kinda fucked -I like the lanterns that ocasionally come out of the tunnel -Even with HDR off, the lighting's still kinda flat in some places -How would a normal person reach the building at the top of the hill in the middle? Climb up the giant wooden slats? They're not even aligned. That seems like a frustrating and unintuitive way of getting up there... -There's just not a lot to look at. It's very barebones and feels lazy. -I'm torn between a 1 and a 2. I'm going with a 1 primarily because of the absolutely fucked HDR, the lazy skybox, the weird-looking river, and the boring buildings. If these were fixed, I'd give it a 3, maybe a 2. dusktilldawn_daspudlord: 5/5 -this is cleary best maap -shoudl definifely win first place -evryone else map is poopy head -i am not bias in any way -also the spud lord is very hansome and sexy -this was definitily not written by the spud lorr dusktilldawn_puxorb: 6/5 -Jesus man, what fucking agent of evil did you sell your soul to for a map this good? -I just... don't have words. This map is awesome. It's not just a map, it's an *experience*. It's great. Take your 5/5. I'd give you a 6/5 if it were possible. I genuienly hope this map wins. -Also, I feel bad for whoever comes after you... dusktilldawn_waugh101: 3/5 -Moonlight feels quite bright -Skybox seam is pretty noticeable -The wooden platform in front of the gates has concrete textures on the side? -Not much to say. It's not excellent, but it's not bad (in spite of the above issues, which are admittedly pretty minor). dusktilldawn_messingaround: 2/5 -The outdoor area seems almost too well lit by the sun to be considered within the theme... I dunno. I'm on the fence, but I'm gonna be nice since this is unfinished. -The brushwork is super detailed and well done -The lighting indoors is pretty flat -Obviously not textured -Its a shame this wasn't finished, the brushwork was really cool and detailed. I hope to see this finished eventually. dusktilldawn_heronherald: 4/5 -The speedboat has water on the inside -The map feels a bit too bright for nighttime -The white clouds in the skybox do not fit with the black clouds. -Skybox seam is well hidden -Skybox could be more detailed -The Northern Lights effect in the skybox is too faint to be noticeable; despite looking at the tower next to them, I didn't actually notice the lights themselves until I noclipped down to the skybox to get a better look at the tower. -Feels a bit small overall. -For the most part, it's pretty good though. I wish there was more, though. dusktilldawn_heronherald02: 2/5 -For such a big boat, I'm disappointed I can't see more of it -The fog distance is kinda jarringly low -The two chairs stacked on each other facing opposite directions in the spawn room are noticeably clipping into each other -The lawn chairs are a bit uncanny; perhaps use different textures and/or make the brushes thinner -Overall, the area feels a bit small, and there's not much to see. -The bottom half of the "cash register" in the flower shop is sticking out behind the desk, which feels awkward -I'm genuinely between a 2 and a 3 here. dusktilldawn_waugh101_2: 2/5 -Some of the models are nearly or just completely white -The brushwork is a bit blocky and rough around the edges -The skybox lighting is a bit screwed -Even on some of the props that aren't totally screwed, the lighting is still off dusktilldawn_scampi: 3/5 -Outside the gas station is unimaginably dark; I can't even tell what's surrounding the gas station or what I'm bumping into! -Skybox is nice tho -There's a white lamp outside, but it doesn't seem to be casting light. Why not? All the other lights seem to be working... (Seems to be an HDR issue; TEST :clap: YOUR :clap: HDR :clap: ) -The trapdoor over the ladder in the cornmaze seems a bit buggy, and actually entering the tunnel is tough... -Tiny drips wouldn't make as big of a splash as they're making in the small underground thing in the cornmaze -Only about half the candles in this area seem to be casting light... -I do like the mood set by this underground area, and the roots coming through the ceiling are a nice touch -The lights in the ladder tunnel aren't casting as much light on the tunnel walls as they are on themselves -The individual luxels on the wall and sidewalk that the truck's headlights are shining on are very noticeable -In fact, there are a few other areas where an increased lightmap scale would have helped a lot -The indoor rotating fan with little slips of paper waving in the wind is a really nice detail -The auto-opening doors are a bit fast and uncanny -The bathroom door has light shining through it even while closed, which is made really noticeable by the lack of light in the bathroom -The lightbulb in the bathroom glows despite not casting light -I like the hyperreflective mirror in the bathroom -The refrigerators/freezers in the back of the gas station store are quite bright on the white parts -Behind the gas station is incredibly dark; let me appreciate the detail back there! The flies on the dumpster are nice but I can't see them without going to fullbright! -The indoor area is quite nice -I'm between a 4 and a 3; I'm only leaning towards a 3 because the lighting could use some improvement. dusktilldawn_monoko: 4/5 -I appreciate the attempts to create real driving cars, but I just don't think it works; the cars accelerate and decellerate instantly; the cars are either self-driving or are being driven by ghosts; the tires don't rotate with the vehicles turning. Occasionally, the cars sort of break: at one point, a vehicle stopped in the middle of the intersection because the light changed while it was moving through the intersection. -How is there snow inside the broken-down building? I get that it's broken down, and things like snow pouring in through the window make sense, but how has snow gotten inside it in places where the ceiling and walls are still entirely intact, such as the staircase? -Use of high lightmap resolution is appreciated. -There are some places where the brushwork is phenomenal (broken-down building, gas station counter), and others where the brushwork is uncanny (shelves in the gas station store, the garage door from cp_well) -The fans in the gas station should have dynamic shadows disabled -The point_spotlight shining from the gas station's overhang don't vertically line up with the light prop -There's some nice detailing behind the gas station, but how was I supposed to get there? dusktildawn_yoshimario: 3/5 -Lights in the spytech building desperately need higher lightmap resolution; Minecraft has more detailed lighting than this! -(Ok not literally but u get the point) -Why is the brick building's wall with the outdoor wooden staircase so squiggly? -Elevator's a bit confusing; I stepped into it to ride it up, shot what I thought was the button, nothing happened so I escaped out of TF2 to write feedback about that, and when I went back to the game I couldn't leave the elevator shaft... Until I noclipped out and found the elevator platform was sitting on my head. Add an elevator door or something to indicate that the elevator isn't here. Not a major issue, but worth noting nonetheless. -The skybox has very little detail; the displacements seem to be hardly displaced and the ones that are just look like you used the noise filter and left it as that. -In fact, even the displacements within the playable space are pretty lacking. An over-reliance on subdivide is very evident, and again, some displacements don't even look displaced. -The architecture and buildings are all well-made, but many of them feel empty; like you made a wide, expansive map and didn't know what to put in it. Very few of the buildings feel like they serve a purpose. -How did the shipping crates get on the roof of the brick building? How were they stacked? The one indoor crane doesn't seem suited for putting shipping crates on the roof by itself and there's no other machinery to indicate how they were moved from the crane to the roof. It's not like you can lift these things with a forklift (not that there is any evidence of a forklift anywhere on the map)... I likely wouldn't notice this if the map had more detail in it, but when there's so little to look at, minor things like that become much more noticeable. If you're relying on simplicity to sell your map, you need to put extra thought into the few details you do have. -Some of the buildings don't have doors in them; how do you get inside them? Through the caves? I didn't see any caves that might go to any of the buildings... One of the buildings that lacks doors is partially in the skybox; do you have to go outside of the fence to get inside the building? What's the purpose of that? Seems counter-intuitive... -The tire tracks in the skybox are absolutely screwed... dusktilldawn_mikroscopic_2: 3/5 -The outhouse seat doesn't have a hole for the doodoo to go into... -The skycards are too close to the playable space, so its obvious they're skycards and not actual trees. There's no sense of depth to the skybox; I don't feel like there's a larger world. -Aw man, I love the lighting around the cauldron. And the effects. That's neat. Although personally I would've given the player poison if they stepped in the cauldron, or maybe jarate, but not crits... Personally I think that's an odd choice, but I can't justify it objectively so I won't count that towards the score. -Walls could've used a higher lightmap score, though... -ITS A MOOSELK HAT -I like the cauldron area, but everything else is just "pretty good" at best... And when you combine that with the weak skybox, I can't say I'm too impressed here. dusktilldawn_bsp: 3/5 -The outdoors is incredibly bright for a duskdawn contest -Some of the brush faces in the spytech area are entirely black (both HDR and LDR) -The cubemaps are entirely fucked; you didn't build cubemaps (Only a problem in HDR) -High lightmap resolution is appreciated, but could still be higher in certain places -Some of the whites are too bright -Some props are just completely or half-white (probably related to your cubemaps issue) -Some of the lights in and near the resupply area are only casting light on props (both HDR and LDR) -The showers are nice -Very noticable skybox seam -The skybox is very well-made -The map sometimes crashes TF2 entirely -The brushwork and lighting would make this map worthy of a 5 if numerous things weren't broken and the map was actually duskdawn