CP ArtPass_Treythepunkid

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I see how you like making moving things, and I think it's great!
But as other people said it might be too distracting in the playable areas, and side rooms.
That's why spawns are made for! You can make behind RED's spawn a big nice room that functions.
Just keep that in mind.
 
Sep 12, 2008
1,272
1,141
I don't like the helicopter at all :/ It looks like a blobby child's toy - not like a badass helicopter from an fps game. Even for tf2, it looks way too simple. Who sends tiny babby helicopter to resque me?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Machines and gadgets in TF2, even though stylized and unconventional, still find a way to be extremely realistic and logical, and look as though they actually work. The helicopter doesn't really seem to fit at all, based on this ruling. I know it's hard work down the drain, but I'd redo the helicopter completely if I were you.

And make your wheels round, you can afford the extra polygons for that.
 
Last edited:

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Yeah dude, the model right now was SUPPOSED to be a WIP. As in i was going to add more detail to it later and such but some things turned out funny and somethings got scaled wrong. In the end i really don't like it and do not think i could fix its look by just adding detail.

It was originally based off this thing.

web_040315-F-9999G-020.jpg


s55.gif


piccolo.jpg


But im not so sure this is the "Bad Ass" type of helicopter i'm looking for.

Now Rexy you say "hard work down the drain" like its a bad thing! I love making models and would love to make a new type of helicopter, and this time round polish it off so it fits just right.

Now heres where i'm at. What kinda of helicopter should i have? To be honest i just google image searched "1950s helicopter" and that other one came up so please, if anyone has any idea on some cool helicopters that fit the time period don't hesitate to post it!
 

tyler

aa
Sep 11, 2013
5,102
4,621
I agree with Leminnes. I just didn't want to say it first. What's the point to it? I wouldn't bloat a map with unnecessary models, as cool as your other ones are.
 

Manta_firefly

L1: Registered
Oct 23, 2009
18
16
Regarding optimisation, is it possible to make some of the models and details only appear at all on higher detail settings? It'd seem a shame to waste this work if it gets rejected by valve due to computer resource over-budgeting.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Not that I know of.

But then, I have no idea what the budget limit is or how to know I've exceeded it at all.

And trying to find out where more of the rendering process is is a pain in the ass, because my largest contributor to frame render times is an undocumented "Mat ThreadedEndFrame" which no one can tell me what that is (or why when I get spikes of render lag, it's that process which doubles its time-cost from 10-15 ms to 20+ ms).
 

Manta_firefly

L1: Registered
Oct 23, 2009
18
16
Don't in game models have a low detail and high detail version? If so, wouldn't making the low detail object be an empty model effectively remove it from rendering? It's a bit of a hack-job of a workaround, but I can see it working.
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
I don't think the issue is with map bloat or optimisation as much as it is with good level design. There are two possible scenarios when reaching point C:

1) The player wants a good look at the helicopter so looks up at it, distracting their attention from the point. This is bad.

2) The player focuses on the objective and doesn't look at the helicopter at all. The prop is wasted, also bad.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
I don't think the issue is with map bloat or optimisation as much as it is with good level design. There are two possible scenarios when reaching point C:

1) The player wants a good look at the helicopter so looks up at it, distracting their attention from the point. This is bad.

2) The player focuses on the objective and doesn't look at the helicopter at all. The prop is wasted, also bad.

What about this.

3) Player notices helicopter for the first time. Gets good look at it MAYBE dies that one time. All other times that player vists the final point they notice the helicopter out of the courner of there eye, adding to the ambience.

I can't tell you how many times the above as happened to me. On countless occasions I have died checking out a cool peice of detail in a Valve map. But here's the thing, I only ever die once. Once I know exactly what the detail is it just adds to the overall ambiance of the map.

Maybe it's just me but that's how I see it.

Also, to the people worried about optimization. My models are all optimized, I'm setting a rule to try and keep everything under atleast 2000 polygons. This should be low enough to play good on old pcs without looking to bad.

I would make LODs for my models but I find that most will be in tight areas where it would be stupid to have them.
 
Last edited:
Jan 20, 2010
1,317
902
My question is why would a helicopter be just hovering there for minutes with no real use? Maybe it's picking up the blue team, but why would it need to do that? I'm assuming blue team is taking over the facility, not destroying it (if they were destroying it, it'd be a PL map. Capture points are for *capturing* places.) It just seems odd and out of place.
 

technoleak

L1: Registered
Aug 7, 2010
3
0
I think the helicopter is just fine. It doesn't need a reason to be where it is, valve doesn't need a story behind each prop and a logical purpose for it to be there, that's ridiculous. It just looks cool and adds to the overall feel of the map. I say keep it.

Also, I think all the props and custom textures are really cool, however, I fear this map's chances of winning are jeapardized by their lack of detail. Now, I know tf2 is supposed to be simplistic and cartoony, but the props just don't match in that well with the game. They need a bit more detail is all.
 

Peligrino

L1: Registered
Jun 25, 2010
47
1
I think the helicopter is just fine. It doesn't need a reason to be where it is, valve doesn't need a story behind each prop and a logical purpose for it to be there, that's ridiculous. It just looks cool and adds to the overall feel of the map. I say keep it.

Also, I think all the props and custom textures are really cool, however, I fear this map's chances of winning are jeapardized by their lack of detail. Now, I know tf2 is supposed to be simplistic and cartoony, but the props just don't match in that well with the game. They need a bit more detail is all.


Clearly TechnoLeak you have no idea what you are talking about. The logical reason between each prop helps build immersion in the map. If you start questioning an objects placement and puprose, it breaks immersion. Also most of models are WIP, and even still they look good.

PS: You said you didn't have an account here. Liar.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Well the main reason its there is to help paint the story of how BLU has simply barged into the RED facility unannounced. The area above C is a Helicopter loading area where they take all the boxes of whatever the facility produces (haven't decided yet) and packs it up on the helicopter to be delivered.

The helicopter is still waiting for its next delivery, but all of the facilities crew has now been evacuated very hastily. This explains why all machinery (Auto-miner) is still left one. Its as if the facility is still working minus the necessary human workers needed to load up boxes into delivery trucks and helicopters.