artpass_whark

What gametype should Whark's new map be?

  • CP

    Votes: 14 33.3%
  • CTF

    Votes: 9 21.4%
  • PL

    Votes: 19 45.2%

  • Total voters
    42

Whark

L3: Member
Jul 26, 2010
112
39
Sorry, I just can't help myself. :D

skysilcox_artpass_tf2_texturepass_1_hallway.jpg


skysilcox_tf2_artpass_market.jpg

Lol. That is abut that I had in mind. It does need a ceiling because what it sits next to is a building with windows.:)
 

Whark

L3: Member
Jul 26, 2010
112
39
Oh yea. Just for reference, this where the market area is located.

artpass_valvebase0010.jpg


sksilcox_tf2_artpass_backmarket_pass1.jpg


have no fear, the ceiling bsp in the original is now a player clip in the current version.
 

Whark

L3: Member
Jul 26, 2010
112
39
:D What kind of cookie?

Btw, whark I'm not sure if that was going to stay there, but what with the camel indoors? lol

Na, I'm just moving it around as I work. It needs just the right spot because when players get close to it it's going to make a noise ;)
 

Tinker

aa
Oct 30, 2008
672
334
The hallway doesn't need to be big and open. It COULD, but it doesn't need to be. The original is no taller than his detailed version, so I don't see the issue.

On another note, I'm really interested in what the CPs are going to look like on this. Don't forget to make the the visual points of interest.

The hallway is what made me post it, but it was a more general post about the whole map. So far it looks good, but while prettifying things it's easy to make the areas have lots of details and little room for the players. It's not happening yet, just saying it's something to look out for because this theme lends itself very well for something like that.

The paintovers are miraculous, but don't forget to think of optimization as well.
 

Tinker

aa
Oct 30, 2008
672
334
Also I'd say those carpets are a little too busy and distracting. Try making the design a little less busy by for example removing the little triangles and making it look a little dustier.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Also I'd say those carpets are a little too busy and distracting. Try making the design a little less busy by for example removing the little triangles and making it look a little dustier.

Weird, could have sworn I posted this on page 8, but I think the post was eaten when trying to post. Or I became distracted by something shiny and closed the tab.

Anyway, yeah, this, exactly. The carpet with the blue in it especially should be heavily desaturated or the colours changed to more red & brown tones. As it stands, it draws the focal point right to the carpet, which is a little jarring due to how the geometry draws your focus down the hall.

Kep
 

Whark

L3: Member
Jul 26, 2010
112
39
The hallway is what made me post it, but it was a more general post about the whole map. So far it looks good, but while prettifying things it's easy to make the areas have lots of details and little room for the players. It's not happening yet, just saying it's something to look out for because this theme lends itself very well for something like that.

Point taken and your concerns are justified. Just bear in mind, that all of this that you see is inside the "Red Base" not outside. Outside is a whole other challenge.
 

Tinker

aa
Oct 30, 2008
672
334
Point taken and your concerns are justified. Just bear in mind, that all of this that you see is inside the "Red Base" not outside. Outside is a whole other challenge.

If it's the RED base, I have another concern (woo) - how will you justify RED and BLU fighting over a random market? Are there going to be spytechy things at or around C?

Sorry for all the criticism, but take it as a sign that I really want this to work :p
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
Weird, could have sworn I posted this on page 8, but I think the post was eaten when trying to post. Or I became distracted by something shiny and closed the tab.

Anyway, yeah, this, exactly. The carpet with the blue in it especially should be heavily desaturated or the colours changed to more red & brown tones. As it stands, it draws the focal point right to the carpet, which is a little jarring due to how the geometry draws your focus down the hall.

Kep

Yeah, I'm gonna alter the color tones/contrast and simplify the pattern. I wanted to see how they looked in the map in terms of scale and detail contrast with the other assets, and they are definitely a bit much.
 

Whark

L3: Member
Jul 26, 2010
112
39
If it's the RED base, I have another concern (woo) - how will you justify RED and BLU fighting over a random market? Are there going to be spytechy things at or around C?

The final CP is a dangling mass of explosives that Red is digging up in a market courtyard. There will be a couple of explosive objects mixed in with the market goods as you get closer to it. Or that's the idea. I think that it would only be appropriate that when the match ends, the explosives fall into the stockpile hole and explode!

Or, maybe its a secret missile silo that Red has found. Say, when Red wins, the missile launches, when Blue wins it EXPLODES!! I kind of like that better.. just thought that one up. What do you think?

I probably need to get a rough, hacked together shot of that up so everyone can raise early concerns and give ideas.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Oh yea. Just for reference, this where the market area is located.

artpass_valvebase0010.jpg


sksilcox_tf2_artpass_backmarket_pass1.jpg


have no fear, the ceiling bsp in the original is now a player clip in the current version.

So wait... the ceiling from the original still exists, even though it looks like there's now an open space? Any soldier or demo man that tries to rocket/sticky jump in there, whether it's just to gain a brief height advantage or traverse the space more quickly, is in for a rude surprise.

If you're going to deny access to an area to players it had better LOOK like they either shouldn't be able to get there or otherwise wouldn't want to to begin with. Invisible walls/ceilings are uniquely annoying in any game, especially TF2.

The area looks awesome, but so long as players can't jump outside the playable area I don't think it's gonna change gameplay if you remove the playerclipped ceiling. Just playerclip the detail work so there aren't any ledges to perch on.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I dunno if this would make any sense/make it too cluttered, but consider clotheslines or crossbeams or something overhead if you want to get rid of the random playerclip but not the details higher up. Something simple like that would give players a reason (albeit questionable) as to why they can't jump into the space.

Actually, just look at whatever is in the market in Aladdin.
 

Whark

L3: Member
Jul 26, 2010
112
39
So wait... the ceiling from the original still exists, even though it looks like there's now an open space? Any soldier or demo man that tries to rocket/sticky jump in there, whether it's just to gain a brief height advantage or traverse the space more quickly, is in for a rude surprise.

If you're going to deny access to an area to players it had better LOOK like they either shouldn't be able to get there or otherwise wouldn't want to to begin with. Invisible walls/ceilings are uniquely annoying in any game, especially TF2.

The area looks awesome, but so long as players can't jump outside the playable area I don't think it's gonna change gameplay if you remove the playerclipped ceiling. Just playerclip the detail work so there aren't any ledges to perch on.

I see. There is more detail going in here. I was thinking of a mass of crisscrossing wires and boards or other detail items hanging out may keep players from feeling like they can rocket jump so high but as you say, just get rid of the ledge on the left so that it doesn't look like you can stand on it and that problem dissolves. I was concerned that making the ceiling higher would change gameplay too much. From your comment and some of the others, I see that I was mistaken.
 

Tinker

aa
Oct 30, 2008
672
334
The final CP is a dangling mass of explosives that Red is digging up in a market courtyard. There will be a couple of explosive objects mixed in with the market goods as you get closer to it. Or that's the idea. I think that it would only be appropriate that when the match ends, the explosives fall into the stockpile hole and explode!

This actually explains all my problems of narrative I had with the map (why they would take a market, why there would be a random cardboard camel there), so go for it. Harvest used the exploding fruit thing as well, so it's not that out of place either.

Be sure to stick some spytech in there somewhere though, just enough to show that it's not all that (e.g. granary's spawn).
 

Whark

L3: Member
Jul 26, 2010
112
39
This actually explains all my problems of narrative I had with the map (why they would take a market, why there would be a random cardboard camel there), so go for it. Harvest used the exploding fruit thing as well, so it's not that out of place either.

Be sure to stick some spytech in there somewhere though, just enough to show that it's not all that (e.g. granary's spawn).

Cool. I'll check that out.