Artpass Smasher006

Smasher006

L1: Registered
Jul 17, 2010
8
1
Well, here's my submission the contest. While not being the most innovative maps in looks, I've decided to base it at the RED demolitions plant, with the points representing the different parts of it. To make BLU feel like more of an intrusion, the spawn base for them is going to be a defaced RED building. And, suggestions are welcome.
 
Last edited:

Gerbil

aa
Feb 6, 2009
573
846
You should probably add some screenshots. Can't comment on the map's looks without them!
 

Gerbil

aa
Feb 6, 2009
573
846
A good way to take better quality screenshots of your map is to go into spectator mode, and use the sv_cheats 1 and cl_drawhud 0 commands to disable the hud. There's a good tutorial on that here: http://forums.tf2maps.net/showthread.php?t=4223

Apart from that, it looks like a good start. Though I don't like the excessive use of blue paint on the BLU spawn.
 

Smasher006

L1: Registered
Jul 17, 2010
8
1
Well, thanks for the feedback so far. I'll say by the comments the BLU spawn needs work on, so I'm going for that at the moment.
 

Smasher006

L1: Registered
Jul 17, 2010
8
1
Update.
artpass_valvebase0011.jpg

artpass_valvebase0013.jpg

artpass_valvebase0012.jpg

artpass_valvebase0014.jpg
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
Too much red payloads...

Well, this seems to be where all the RED payloads come from...Wait, this is before all the payload incidents. BLU take over the facilty and starts to bomb places.
 

Smasher006

L1: Registered
Jul 17, 2010
8
1
Well, this seems to be where all the RED payloads come from...Wait, this is before all the payload incidents. BLU take over the facilty and starts to bomb places.

A mix. I was having a hard time trying to decide what to do with the giant grey wall that separates the BLU spawn from Cap B, so I made it a storage point. The metal frame is a lift so stuff can be stored or taken down from there.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
The bit with all the blue paint doesn't seem that great. To be frank, it looks like you took MSPaint and just waved the mouse around. I actually thought it was a paintover on top of the screenshot, but perspective shows that it's on top of the wood.
If you want to have a "blue takes over red" building, it would probably look better to scrap the paint and instead add a BLU sign in the process being nailed over the RED one. Then you could detail the area with a couple extra BLU signs leaning against the wall, a ladder, a box of nails, etc. There also is a decent-looking set of stuff for paint in the SDK, like a paint roller and paintbrush+bucket prop, and I think an overlay for a partially painted wall.

I also don't really like the wall-o-cart in your other pictures but I don't have a great idea for how to change that beyond swapping it for chemical tanks or something. Overall your buildings' structure looks good so with more work on details you'll have a great entry.
 

Smasher006

L1: Registered
Jul 17, 2010
8
1
The bit with all the blue paint doesn't seem that great. To be frank, it looks like you took MSPaint and just waved the mouse around. I actually thought it was a paintover on top of the screenshot, but perspective shows that it's on top of the wood.
If you want to have a "blue takes over red" building, it would probably look better to scrap the paint and instead add a BLU sign in the process being nailed over the RED one. Then you could detail the area with a couple extra BLU signs leaning against the wall, a ladder, a box of nails, etc. There also is a decent-looking set of stuff for paint in the SDK, like a paint roller and paintbrush+bucket prop, and I think an overlay for a partially painted wall.

I also don't really like the wall-o-cart in your other pictures but I don't have a great idea for how to change that beyond swapping it for chemical tanks or something. Overall your buildings' structure looks good so with more work on details you'll have a great entry.

Thanks for that. I'll take the point on the BLU spawn into consideration, and as for the storage wall I'll be editing parts of it with crates so it isn't quite so samey on ll the levels.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Performance wise, all those payloads are not a good idea. Each Payload is 11k polys, multiply by how ever many you got there and you have a pretty laggy scene. Maybe instead of it being an active factory, it can be run down, where there would only be 3 or 4 payloads left in the factory.

Also, explosive ending is a must.us
 

Smasher006

L1: Registered
Jul 17, 2010
8
1
Update.
I've been away for a while so I haven't had the chance to do much, but here's what I've been working on.

artpass_valvebase0015.jpg

artpass_valvebase0016.jpg

artpass_valvebase0017.jpg
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
BLU spawn still needs paint props, wet paint overlays, and something to stop players from going in that half-constructed side building. Other than that it looks nice! The payload factory also looks good!