CP Artpass - DaBeatzProject

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Agreed that there needs to be more details below the walkway, but everything else really makes the map seem uniform in terms of detailing.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
f1a58c563527d61492e117981aace.jpg

I like the wall that the ladder is on without any windows and the ladder with the protector around it. But yes to everything else.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,869
2,977
Can I add you to my list of people I might do Artpass texture commissions for?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, slapping windows on everything is nothing short of a lack of imagination. There are plenty of other ways to detail a wall, not that there's even anything wrong with a blank wall. Maps need blank walls to influence a players attention; towards signs, doors and objectives.
 
Sep 12, 2008
1,272
1,141
Can I add you to my list of people I might do Artpass texture commissions for?

I don't think I need any, and if I do I'll try to do them myself! But thanks for the offer, if I'm really desperate I'll talk to you.
 
Sep 12, 2008
1,272
1,141
More progress from tony the pony. I turned on mat_spectacular for you guys!

4948743885_ef9f6f90b3_b.jpg


B is still being worked on, just a very WIP shot to make you guys (un)happy (and quit the artpass contest ofcourse).
 
Sep 12, 2008
1,272
1,141
More progress - comparissons this time! Point B is done, but I'm not really happy with the control point building itself (see the 2nd picture). Any tips, idea's, or thoughts? I'd like to hear them.

artpass_comparisson0002.jpg


artpass_comparisson0003.jpg


oh and I'm going to change those blue windows to black, because that just doesn't look right, as nine just pointed out.

EDIT: and another shot from inside B-Building.

4958062784_f743c0b79f_b.jpg
 
Last edited:

Beamos

L2: Junior Member
May 14, 2008
80
43
Absolutely jawdropping. I'm really hoping young entry is the winner :love:

My only real qualm is the area behind B, through the windows. It looks, I don't know... odd. The aesthetic of that area doesn't seem to flow with the rest of the building.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
More progress - comparissons this time! Point B is done, but I'm not really happy with the control point building itself (see the 2nd picture). Any tips, idea's, or thoughts? I'd like to hear them.

Without knowing why you're unhappy with the control point building itself I'm gonna take a stab at it and guess it's because it doesn't quite match the architectural style of the buildings surrounding it.

Basically you've got these large, very blocky, very clean high-tech industrial type buildings surrounding point B (which in itself is a little odd considering that's more of a Blu architectural trait than a Red one), and the point B building is brick instead of concrete and has slanted roofs. To make it all work together you'll likely either have to make the cap point building look like the rest of the complex (more high-tech concrete) or you have to make the rest of the complex look more like the cap building. That'd be my suggestion.
 
Sep 12, 2008
1,272
1,141
Thanks guys, I'll see what I can do about those things. I'm gonna move on to C now first, so I get everything done in time.
 
Sep 12, 2008
1,272
1,141
Finished up that detail room behind B you can see through these windows:

4968609052_d0e8ac688f_b.jpg


I'm not 100% happy about the lighting yet, but it's definately progress I guess.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
Upper right wall; very bland. Add some overlays/decals, maybe some of those painted strips sometimes used to signify health/ammo? Stains? Posters?
 

Huckle

L3: Member
May 31, 2010
149
101
Finished up that detail room behind B you can see through these windows:

4968609052_d0e8ac688f_b.jpg


I'm not 100% happy about the lighting yet, but it's definately progress I guess.

The ramp looks a bit funky, the door overlay is a bit bright and the big lights are a bit too low but in concept it looks pretty awesome. I really like the architecture of the roof (cause I'm terrible at it).

You might want to consider making the tunnel wide enough for two trucks and adding some tire tracks but that's optional. I think it looks good enough for a detail only-area, don't worry about it if you have other things to do.

I'm also not sure about the walls for the B capture point house. They are just so thin they look flimsy compared to the much more solid and heavy structure it's connected to.