CP artpass_ibor10

ibor10

L1: Registered
Jul 21, 2010
2
0
Sorry for posting this so late (?) but honestly it completely slipped my mind...

Anyways, here's a few pictures of what I've done so far. I've focused mainly on the two spawns and the path up to A, but bits and pieces are textured everywhere. This is my first time working on a tf2 map so hopefully I'm not completely messing this up haha

http://img715.imageshack.us/i/artpassibor100001.jpg/
http://img405.imageshack.us/i/artpassibor100003.jpg/
http://img718.imageshack.us/i/artpassibor100005.jpg/
http://img266.imageshack.us/i/artpassibor100006.jpg/
http://img683.imageshack.us/i/artpassibor100009.jpg/

I'll update with more soon (hopefully)
 
Last edited:

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Holy pipespam Batman!

There's no reason for 95% of those pipes, and no logical reason why they'd twist and turn around imaginary obstacles.
 

ibor10

L1: Registered
Jul 21, 2010
2
0
I'm trying to redesign blue spawn to add an extra room, i guess i'll get rid of the pipes. They honestly don't look bad or out of place, and logic has little place when valve does illogical things in their maps and the game itself.. but whatever, i'll try a different layout i'm thinking of and see if that's better
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
I'm trying to redesign blue spawn to add an extra room, i guess i'll get rid of the pipes. They honestly don't look bad or out of place, and logic has little place when valve does illogical things in their maps and the game itself.. but whatever, i'll try a different layout i'm thinking of and see if that's better

If you take a better look you will see that every valve map makes 100% sense, especially dustbowl. It's not just a bunch of random props everywhere, everything is connected to something and haves it use.