Artpass_honeymustard

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Thanks for the replies :)

Here's a new picture:

2h401no.jpg
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Here's some more progress:

21r3t3.jpg


2093x5e.jpg


Still need to adjust the angle of the sun light, but I guess I'll do that once I've detailed the majority of the map, so everything looks good. Still haven't decided if I should make the last point like cp_gorge B (industrial) or pl_upward's last point (a circle of wooden buildings).

Edit: meant to say, I know I removed the ramp in the first picture, will re-add it at some point.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I'm liking the building near BLU spawn. The open top is a nice, proffessional touch. Reminds me of B at Gpit. I'm not sure I like the sharp transition between metal and concrete near the arch, only to go back to wood at B.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looking nice. I was never a fan of the harvest fences though.

Personally i went for one of the dustbowl low wooden fences (seen in the first stage, on the high buildings, in brush and model form), although they are a tiny bit more work and have to be executed in a more uniform and grid safe manner.

Just make sure players don't believe at first that they can really get out of the playable area because that will really bug them.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Thanks Grazr. I know what you mean, I'm not completely satisfied with the fence at the moment - I might make it like the second picture in the thread: a raised mound with the fence on top, so it's a bit higher. Also I'm going to extend the B building a bit, so you won't hit an invisible wall when you're on the roof.

Anyway, here are a couple more pictures. As I said, I'm really just picking random parts of the map at the moment.

afbtdx.jpg


11smln5.jpg


Need to fix some of the prop fade distances, such as the ladder on B.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
The stairs on the first and the wooden planks on the second picture look reaaaly weird.
I'd say if someone has time to build a nice shack here and there, that special someone will spend the extra 5 minutes to build proper stairs.
I don't know, it looks extraweird, imo. I would go for some proper/more logical ramps in both shots. the entire composition with the fence and stairs and planks on screen 1 totally don't work well together. I think the fence is something that would be build on natural ground (hammered into) not on a wooden floor. all in all it looks thrown together. I think you can really do better !
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Which wall specifically?

And thanks Acumen. Those are just the props from the original though, I will probably change them at some point. edit: except the fence - I just slapped that on there without much thought, will revisit it.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Which wall specifically?

And thanks Acumen. Those are just the props from the original though, I will probably change them at some point. edit: except the fence - I just slapped that on there without much thought, will revisit it.

The fence to the left of the plank ramp into that little building there in the picture hes quoting.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
True. I think his point was that the worst classes (ie: soldier, demoman) that have trouble aiming would use the wall to do splash damage on people who'd be sitting there.
 

RogerTheDodger

L1: Registered
May 24, 2010
8
3
You guys sounded really unenthused. Try to get more- oh wait wrong thing.

I'm loving what you've done so far. I've always thought the harvest theme was underappreciated and you're doing great work with it. I really love what you've done with the house next to A. xx
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
True. I think his point was that the worst classes (ie: soldier, demoman) that have trouble aiming would use the wall to do splash damage on people who'd be sitting there.

Uh, if I'm not mistaken, you can add block_bullets and block_grenades there to accomplish the same thing. Or you could go with a solid no_draw brush.

If it's really an issue.