Artpass_Ritz

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
That arrow should be blue, and I prefer the open route.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I agree with everyone, but I'm not sure I like that tree there in the playable area.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
That arrow should be blue, and I prefer the open route.

Also this. Blue team follows blue signs.

Unless they're pointing towards a specific CP in which case they should be the color of the CP at the game start "this way for A (red)."
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
By changing styles, you only mean around point C right? I dearly hope you don't change the rest of the map! :E

Meanwhile, yes I like the new screenshot, and prefer the inset even more, but something about the bright white of the bricks up against the wood puts me off. Maybe you could find or create a slightly more weathered texture, so you can keep with your current set of orangy-rusty red buildings? If you left the outside of the buildings slightly unkempt but made the inside spytechy and clean, I think that would look as good as possible.

(also, any chance of a shot of that whole area, so we can see how the tent, new building, and that tree look together, particularly?)
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
Looks like I'll leave the doors open then.

(also, any chance of a shot of that whole area, so we can see how the tent, new building, and that tree look together, particularly?)
Heres an overview in Hammer:
progress.JPG

Green is pretty much done, Blue I'm unsure about and Red is going.

The tent I'm especially unsure on. I like it, but as my theme develops it's fitting in less and less. Why would Red pitch a tent right outside their own fairly facility? On the other hand, it's still pretty cool and has taken a ton of work, so for those reasons I want to keep it.

Also, here's a (very) rough paintover of my plans for C - I'm still trying to work out the details in my head before I start messing with the geometry there too much.

And a final note: Scrapped spytech-containers for C, the idea worked better in my head than it did in game so it's gone.
 

FeartheMango

L69: Deviant Member
Sep 8, 2009
69
25
I say keep the tent, it is probably one of the more original ideas in this contest.


Personally I think having a tent just outside of a perfectly fine facility goes great with Tf2's ironic sense of humor when it comes to architecture. For example, why would you build two rival bases right across from each other. Connected with a bridge no less? The tent just makes red personality of the final B - C area even better as it makes it seem like red tried too hard to make their base look inconspicuous by pitching a tent to make their intents seem innocent.

just my view though.


Edit:

also this:


o7pt8y.png
 
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Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
I say keep the tent and I really love that spytech container. You gotta at least put that in the background (unless it looks really weird).
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
Ritz if you've got the feeling that the tent is no good, to the point where you can list reasons why it needs to go, then it needs to go. You're right, it doesn't fit, it might have at one point, but as the map evolves so to do it's needs and right now it needs something other than the tent over that space.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
In order to explain the tent, why not scrap the other ?'d industrial elements of that area and turn them into natural ones? Some rock faces with Yukon-esque trails that lead to a second hidden entrance to the final point would add a lot of character to the area and fit with RED's traditional theme.

The tent is SUCH a keeper, and thus I really think that everything should revolve around it. Seeing as it's, I assume, being billed as an archeological storage tent, perhaps making another shed with tools in it (where the lower center ? is) could help. Also injecting some fossils, maybe ironically poking out of the ground or a cliff face, could be really fun.

EDIT: After looking at the links, maybe try to work the spy tech container in around B? Depending on where you have decided RED's cover operation ends, that is. Furthermore, I know it's just a rough paintover, but what about a more cave-like feel at C?
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
get rid of the tent and I get rid of you

plain and simple
 

Simski

L2: Junior Member
May 17, 2010
57
11
Mjeh, personally I wouldn't mind if you got rid of the tent.
I have to agree with your thoughts about it feeling unfit with the rest.
 

Codename22

L1: Registered
Sep 16, 2008
46
21
A lot of people really like the tent and it is a real nice and unique part of the map and therefore I think you should keep it.
Making more buildings around the tent wouldn't fit tough so that open space next to it should either be another smaller tent or a small storage depot for the tent.

ritz_feedback1.png


ritz_feedback2.png


The other parts you are unsure about are fine with buildings in the same style tough I think. The small tunnel/bridge between cp A 7 cp B could possibly entirely be made out of wood or try to make some scaffolding there.
 

re1wind

aa
Aug 12, 2009
644
588
I agree with ravage insofar that if this is an expedition/dig site that there shouldn't be as much built-up areas than other alpine maps.

A mayan/jungle theme probably would fit better with the whole expedition concept anyway.