CP artpass_fatboobah

Ninja

L1: Registered
Aug 31, 2009
41
5
My entry for the Artpass contest :)

Going for a mining/worksite theme, quite industrial, maybe a pipeline of somesort, i dont know yet still messing about with design ideas,
Screenshots coming soon :)

Doing some quick concept sketches, main work begins tomorrow.
Another idea was to have from B onwards, a cave which i think would suit the map, but thats just me overthinking! :)
 
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Efhan

L2: Junior Member
Jun 13, 2009
82
19
I can comment on your screenshot:) It looks really good. I can't really tell from just one picture, but is it too dark?
 

Infi^

L1: Registered
Nov 3, 2009
35
16
I'm liking the sort of detail you're including within your drawings. You're definitely more of a planner instead of just diving in head first, and then changing the areas multiple times to just see what seems right and what seems to work with each other.
It seems like it's working for you too and that's good. I kind of wish I had the patience to do the same, but I don't think I could at the moment. Perhaps if I was to be really hooked into the contest, but at the moment I'm just at a general level of curiosity.

I'm not sure if it's just place holder textures, and it's a little hard to tell from the quality and the darkness, but I don't think the wooden supports go well with the blue metal textures. I don't think they would be used together either in terms of materials in a semi-realistic structure and setting. Perhaps use a metal trim texture instead? There's a couple to choose from, and maybe replace the blue metal with purple if you agree, since your map is going to take place at a rather dark time? Just a thought.
Also perhaps utilize some corner rails? Although the computer-tech/Spytech versions may look rather awkward when placed outside. So you may have to find alternatives, or even use the existing corner rail models as a reference, then recreate suitable alternates using brushwork, and perhaps use the Propper tool to create them into prop_statics if the need is really there at the end?

I like the fact that you've selected some of the models, like the piping-esque props before you seemed to even enter hammer. Less time being spent switching models around and therefore just staying true to your concept, unless it really calls for a change. Seems like a pretty good method to me.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Protip: increase your model draw distance in Hammer (tools > options > 3D views).
 

Ninja

L1: Registered
Aug 31, 2009
41
5
I can comment on your screenshot:) It looks really good. I can't really tell from just one picture, but is it too dark?

The lighting was just a test, im going for a very well Lit play area compared to what ive seen from the other entries, that was just a test to see what my light setup was looking like.
 

Ninja

L1: Registered
Aug 31, 2009
41
5
Also Can you comment on wether the large wall in the sketches should be rock or a building?

And the overall feel of the map, ill get a screenshot of the blu base aswell, 2 seconds! :O
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
A cliff/rockwall seems to fit there, a building could still be used though.
 

Ninja

L1: Registered
Aug 31, 2009
41
5
ive just had an idea for the area leading to the 2nd cap, let me do a quick sketch and tell me what you think of it
 

Ninja

L1: Registered
Aug 31, 2009
41
5
just had an idea, let me do a quick sketch and tell me what you think :)
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
Yes, I will let you do a sketch.
BLU spawn feels a bit empty while I'm at it. Just have some more props anywhere in the room and you're set.
 

Ninja

L1: Registered
Aug 31, 2009
41
5
yeah the blu spawn isnt finished, i just got the basic layout from my sketch with a few props, its still a WiP like the whole thing xD
 

Ninja

L1: Registered
Aug 31, 2009
41
5
New Theme Revamp coming tomorrow, be prepared , you havent seen it in a Long time ;) Try to guess what it might be :p
 
Nov 14, 2009
1,257
378
Looks quite nice. Remember, though, people will be playing this map, and if it is too dark, it increases the effectiveness of spys and pyros. It also doesnt exactly fit into the TF2 theme.
 

Ninja

L1: Registered
Aug 31, 2009
41
5
Ive decided that my original idea of stick almost directly to the original valve structures, was a bit to strict, so im going to build the blu base backwards and make it look like a large building.
 

Ninja

L1: Registered
Aug 31, 2009
41
5
first stab at making the Blu base larger, (last screenshot) tell me what you think? :D