CP artpass_re1wind

re1wind

aa
Aug 12, 2009
644
588
More progress.

lighting issues, missing sprites, etc. etc. all those annoying little details...

artpass_re1wind_20015.jpg

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artpass_re1wind_20017.jpg

artpass_re1wind_20018.jpg

artpass_re1wind_20019.jpg

artpass_re1wind_20020.jpg

artpass_re1wind_20021.jpg
 

re1wind

aa
Aug 12, 2009
644
588
Another small update. Most of the work i've done today and yesterday isn't shown here, as it's not presentable due to lighting and other errors.

artpass_re1wind_20028.jpg

artpass_re1wind_20029.jpg

artpass_re1wind_20022.jpg

artpass_re1wind_20024.jpg

Easter egg in this image.
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Gundam

L1: Registered
Jun 22, 2009
34
18
Those screens look really good so far.

I would like to see more open-ness in the map. Alot of the screens have too much clustered detail and it's hard to know what to focus on visually.

I love the idea of it, though.
 

re1wind

aa
Aug 12, 2009
644
588
reworking cp B completely. The chasm continues all the way to cp C and off into detail area...

very very much wip.

its_a_CHASM_ZZOMG.jpg
 

re1wind

aa
Aug 12, 2009
644
588
more hammer screenshots. map is in no condition for ingame screenshots as i tore it apart several times so that the displacements could rule. You say cordon and i aknowledge it and agree, but i don't want partial bsp floating around. also lazy.

New_b.jpg

New_b2.jpg

New_b3.jpg
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
The stairway up to the roof of B should look like it would go somewhere logical (no one makes stairs to the roof like that) even if you can't get to said logical place, but instead are "allowed" access to the roof.
 

re1wind

aa
Aug 12, 2009
644
588
The Previous building didn't make much sense as it was, but I agree that this is rather big. Having the previous "/\" shape would result in players being stopped by an illogical fence or other barrier. The current "\" roof ensures that the players come up to the wooden wall of the wedge building on top which is less illogical than a fence.

Having said that, it is quite dominating, and could use with some toning down, but by being so big and dominating, it gives a reason for a control point to exist there. :)
 

re1wind

aa
Aug 12, 2009
644
588
Temporary concept for area around CP A. Done very quickly with a cordon and floating lights & cables abound. Lacks quite a bit in the detail department.

the wooden beams are indeed very big (64 unitsx64 units), and there is a distinctive lack of props in the areas, but the rather complex wooden structure can create a bigger sense of detail due to the shadows that lights can cast.

Considering the area is around CP A and the chokepoint going into the arena around CP B, adding much more detail would probably over-detail the area. I'm also considering to reduce the density of wooden beams as they might already be in the region of excessive detail due to lighting.

the vertical metal props that eventually turn horizontal are meant to be guides for slow-moving carts which aren't there thanks to the cordon compile, as the carts would otherwise be floating through the air with no obvious guides. Had trouble finding anything that works with the carts, and i'm not really ready to scrap the whole idea, not yet.

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re1wind

aa
Aug 12, 2009
644
588
i think i'm going to replace the lanterns illuminating the wooden structure. It also does feel very brown and washed out. hmmm
artpass_re1wind_20049.jpg

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re1wind

aa
Aug 12, 2009
644
588
A few changes.

Now a full building more integrated with the track bridge. Building itself is much bigger, undetailed, and subject to change.
artpass_re1wind_30002.jpg

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slight tweaks and changes to the main area between CPA and blu spawn.
artpass_re1wind_30004.jpg

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Side entry to the building in front of CP A
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Side Corridor linking CP B to CP C
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The other corridor linking CP B to CP C
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The last set of images need a lot of work.