artpass_locnlol

Freyja

aa
Jul 31, 2009
2,994
5,813
Wow, Really nice. The brinks might get a bit monotonus, but I always loved the top part of well and it reminds me of that :)
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
Nice, but It's looking like you changed the layout a little in the last screenshot.
 
Apr 13, 2009
728
309
Nice, but It's looking like you changed the layout a little in the last screenshot.

I've made the underpassage wider, because the shape of Valve's just couldn't fit in the setting, I can put junk props there or something if it's a problem. Whatever was in the background on the right is basically deleted and waiting to be redone (you can still see the dev-textured sniper spot floating).

I'll experiment with an alternative brick texture to see if it helps, but I think I need to finish the base architecture and texturing of the outside part first.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
Theres a problem with picture 4: The little crane is controled by that handpad; which is inconvieniently located midair. Either add a small catwalk or lower the crane.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I think the bricks and the logging clash pretty bad. I dont know what to say, though.

Hate to say it, but I agree with this. It's otherwise a very promising looking design. You could remedy the clash by adding brick areas for the foundations of the wooden buildings, and adding wooden details to the brick buildings (like supports, wooden ramps, maybe a wooden office attached to one side, etc). Should be relatively simple to get them to blend a bit better.

Kep
 
Apr 13, 2009
728
309
By loggings I assume you mean the wooden houses clash with with brick buildings ?

You could remedy the clash by adding brick areas for the foundations of the wooden buildings
But then...
The brinks might get a bit monotonus


and adding wooden details to the brick buildings (like supports, wooden ramps, maybe a wooden office attached to one side, etc).
well, to an extent I am already doing this, and I'll do some more, but not on all buildings. The somewhat big brick warehouse that hosts cap A just doesn't need wooden parts, and what will probably serve as a facade for the spytech in C will most likely be the same. Also, wooden supports for brick buildings would just look wrong imo. Brick doesn't really need support, and certainly not from wood.
EDIT: actually I just found an example of this, but it's not really the style of building I am shooting for. :p

Basically, the general idea was, there is an old industrial site (paper mill ?) with major structures made of brick, and then there are minor structures and accomodations that developped around it and are made of wood since there is plenty of it available for construction.

For the button, well it's really no more or less accessible than the one in well. I guess you could almost catch it if you were to remove the wooden panel in the top-right and stand there. You'd probably need some form of pole to catch it anyway and then the wire will just extend as you pull ?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
What I'm talking about with blending can best be explained by a quick walkaround of the red side of cp_well. Lots of brick, but also lots of wood. It looks like you're already taking inspiration from that map. :)

I wouldn't worry about monotony... you're doing a good job avoiding that with what I see of point A. My suggestion was about texture tweaks, not revamping the theme or anything.


Kep
 

NanoSquid

L3: Member
May 6, 2010
138
38
I really have to know...

How do you make your dirt roads?? I can never get mine to look right...
 
Apr 13, 2009
728
309
It's just a bunch of overlays, no real trick. I put one, clone it (hold shift+left click, move), and move/rotate it around until it looks about right in hammer's 3d view, then clone again.
 

NanoSquid

L3: Member
May 6, 2010
138
38
It's just a bunch of overlays, no real trick. I put one, clone it (hold shift+left click, move), and move/rotate it around until it looks about right in hammer's 3d view, then clone again.

That's what I try to do, but my overlays all end up overlapping each other and not connecting... :(
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Select two overlays you want to "connect" together, go to the overlay tool to manipulate their handles.
Shift click on the handle of one overlay and drag it near the handle of the other overlay so that they get snapped together.
Do the same with the other handle, and repeat the process for every connected overlays, and you'll have some nicely aligned overlays :)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'm actually loving the brick building at CP 1.

Though i don't think the muddy dirt tracks look right on the dry course alpine dirt/grass alpha. Also i don't think you need to go making the BLU base significant, it's A/D not 5cp. I wouldn't bother with the satilite dish, but that's just me.
 

Vergil

L1: Registered
Jul 31, 2010
23
9
Was anyone else disappointed when the realized the map wasn't titled artpass_lolcano?