CP Harbour [Deleted]

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Sel

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Feb 18, 2009
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EDIT: Oh, I don't think your ceiling is the weakest part of the scene. I think with some creativity, you could easily make it one of the strongest aspects of the scene.

I dunno man, the ceiling is the least important area in the scene, so it makes sense to make it attract as little attention as possible, and instead just detail parts that players will actually see.
 
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Mar 20, 2012
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I dunno man, the ceiling is the least important area in the scene, so it makes sense to make it attract as little attention as possible, and instead just detail parts that players will actually be.

Oh, I'm not saying to go crazy with detail. However, you can maintain focus on the point while still maintaining an interesting ceiling:

A61E23BBB864806B63EBC27D16915E5110F65C4F


B3DAEBD448DDFE47D1AB8FBC7B2C8E66C508568E


I apologize for all the screenshot clutter. I'll remove them once you've read the post and seen what I'm talking about, Lyra.
 

tyler

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Sep 11, 2013
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Donut: Don't remove them.

It may not be white but it definitely looks great; very much like a RED base.

Like 2fort, you may want to work in the spytech beams. Coldfront has a good use case for them as well. It's a simple way to increase how interesting the ceiling is without being too gaudy.

You could also modify the $reflectivity part of the vmt for your ceiling texture so that it reflects less light. It's in RGB if I remember right, so scale them all down equally.
 

Trotim

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Jul 14, 2009
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You might want to raise the "detail" ceiling while keeping the "clipping" ceiling the same height it is now by putting a bunch of vents and pipes and beams there maybe?

Otherwise I vote making the ceiling brighter and light cream - making the ceiling pitch black will only attract MORE attention to it and make you feel uneasy there, it should have less detail and be a bit darker yes but still be of the same general color as the rest of the room.

Also the vertical supports and top of the computers need another pair of lights, are too dark now. You might also want to dial down the red-ness where possible and thus make those white lights - the textures are already borderline too red as well, at least in the pit behind the point
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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*points to Donut's Coldfront screenshot* That's the yellow light texture I was talking about. I knew I saw it somewhere.
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
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Given that you want this map to be viable in competitive, I would de-clutter the important gameplay areas. Those pillars look worse than the ones on Badlands. The lip up top is also worse than the vents on Badlands (which cause a lot of complaints from newer players who don't have the rollouts down. Those red maps also hurt my eyes some. Can you lower their brightness maybe? The skylight also seems so small. Why not have a a nucleus-style skylight, only which provides plenty of light (I say nucleus-style because the average player doesn't even know it's an outdoor map).
 

Bereth

L4: Comfortable Member
Dec 13, 2011
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The supports are really the only cover in the room though...

Compare it to Badlands or Grannary last. This map's last is almost identical to that of Badlands except for the extra pillars, bottom left entrance, and the ability to move to and from the point from the back. I don't think the defenders need cover. They are on the highground, with a nearby spawn. Attackers are primarily concerned with the point once they are in the final room. And the point is covered from the sides. I think the advantages of mobility outweigh the benefits of small amounts of cover provided by pillars, especially when you already control the highground.
 
Mar 23, 2010
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the 2 furthest pillars could be a bit much cover-wise for defenders. that's the problem with imitating another map i guess, little annoying problems. get rid of the middle pillar imo or make it tiny...
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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I've never understood the point of those weird awnings around the corner between 2/4 and mid. I get that scouts can double-jump onto them, but I don't get why that's necessary.
 

Sel

Banned
Feb 18, 2009
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I've never understood the point of those weird awnings around the corner between 2/4 and mid. I get that scouts can double-jump onto them, but I don't get why that's necessary.

They can jump from it, to the sign, to the buildings on mid, though they would make more sense as roofs of buildings hanging off the main building
 

tyler

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Sep 11, 2013
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I've never understood the point of those weird awnings around the corner between 2/4 and mid. I get that scouts can double-jump onto them, but I don't get why that's necessary.

They can jump from it, to the sign, to the buildings on mid, though they would make more sense as roofs of buildings hanging off the main building

I always figured there was some fancy Soldier/Demo rollout that used those but never saw it because I play with scrubs.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Somehow this scene went from really nice in DEV to really dark in beta. All that generic red wall is horrible and you need way more light sources to light up the area infront of the CP.

Here's something i made a while back that might give you some ideas: http://forums.tf2maps.net/geek/gars/images/7/1/5/cp_axle_b70001.jpg

One thing i might suggest is opening the roof to let the sun in. It'll look real dramatic and the sun lighting tends to be brighter and bounce more than light spots.

Other than that, those tiles look oddly too large, you should make them twice as thin, if not more, as they look like they get in the way of gameplay.
 
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Lyra

L1: Registered
Apr 3, 2012
44
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Somehow this scene went from really nice in DEV to really dark in beta. All that generic red wall is horrible and you need way more light sources to light up the area infront of the CP.

Here's something i made a while back that might give you some ideas: http://forums.tf2maps.net/geek/gars/images/7/1/5/cp_axle_b70001.jpg

I did prefer the way it looked in dev, but my issue is the lack of any textures that have the same feel. The only ones that seemed even remotely suitable were these, and they look absolutely awful if they're fully lit.

Why are those tiles broken? I'm all for delapidated but don't try and add interest with nonsensical damage.

I already deleted those, they were pretty silly.
 

tyler

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Sep 11, 2013
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What if you reversed the color flow so that the bottom floor is more white/cream textures and the top area gets progressively redder, until you are in the spawn room area which is a deep red?

I don't really know dude, I know what you mean about transitioning from dev.

You're probably gonna have to eventually make your own textures or convince someone else to help you. Even if you just keep it super spytech down there, though, at least it's very visually distinct from Badlands.
 
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