Critique on my detail contest map.

Eureka

L1: Registered
Aug 3, 2013
17
0
I don't really use very many details in my maps before, granted I'm new to TF2 mapping... but here's a screenshot.

1CF10A9B8BB849890528CFC0DCCCAB534DB7B28F
 

d4rk

L1: Registered
May 8, 2013
16
3
use these commands when taking screenshots.

Code:
sv_cheats 1
cl_drawhud 0
r_drawviewmodel 0

As for the map itself I think your relying on props too much and should work on brush work. Try adding a few stories on the building, with windows and various other details. Adding a counter or market of some sort will add more detail to the front of the building.

Take a look at koth_king and get some ideas and inspiration from it (seeing as though it meets with your map style thus far and is one of the most detailed maps ive seen.
 

Eureka

L1: Registered
Aug 3, 2013
17
0
use these commands when taking screenshots.

Code:
sv_cheats 1
cl_drawhud 0
r_drawviewmodel 0

As for the map itself I think your relying on props too much and should work on brush work. Try adding a few stories on the building, with windows and various other details. Adding a counter or market of some sort will add more detail to the front of the building.

Take a look at koth_king and get some ideas and inspiration from it (seeing as though it meets with your map style thus far and is one of the most detailed maps ive seen.

I didn't really think about doing all that for a screenshot, I will next time though!

I also love props, as you can tell but this is just the rough work.. I'll be adding windows. I think I'm going to rely on the one room, with windows to look outside.. so the player never knows how big the area is. But I will be adding a bit more details. The room isn't even done obviously, I'm going to make it a sort of super-market with a backstory.


Cheers! D:
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Right now your construction makes no sense to me at all. I cant see what its supposed to be. Try coming up with an idea (could be a church from the inside or a shipwrecn in a glacial crevasse - the possibilities are endless!) and then sculpt it out using both brushwork and props. Merely building without planning ahead rarely produces sceneries any better than mediocre :p.