Artpass_Ritz

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
artpass_ritz0003.png

sex.

Might want to think about putting a fence in behind that tent though.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
If there was ever a place for the "SWIFT WATER" sign, it looks like that's it. Also if this doesn't convince Valve to at least incorporate displacement-based running water into one of their own maps, I'll be very surprised.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
If there was ever a place for the "SWIFT WATER" sign, it looks like that's it. Also if this doesn't convince Valve to at least incorporate displacement-based running water into one of their own maps, I'll be very surprised.

Agree. That is a sexy torrent of water.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
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I came hard like a waterfall
 

coagulated

L1: Registered
Aug 12, 2010
26
13
I'm glad people like it, it was really just meant as a quick setup to see how my concept for the area looked. Listening to your feedback (thanks, by the way - much appreciated), here's a more final pass over the area.
artpass_ritz0003.png


As for the wall, I'm going to slice it in half. Part will join with the Blu garage while the other part will become part of another cliff face. I'm not totally sure what's going to go in the gap between these two structures, Maybe a pile of supplies like this.

Editing this because it's not worth a new post:
http://youtu.be/xXViaWAIvxs

What if you placed the stream at the bottom of a cliff? It'd be cool to see someone fall in and be swept away by the current but I guess that's too much work when a simple divider works fine.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
What if you placed the stream at the bottom of a cliff? It'd be cool to see someone fall in and be swept away by the current but I guess that's too much work when a simple divider works fine.

You technically still could, you just need some trigger_push brushes and (eventually) a trigger_hurt.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Oh wow I didn't even notice the water was displaced, I'm sure if I ask how you did that someone will just point me to a tutorial so I rest my case... :3
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Looks like someone was looking over Thundermountain :) . Love the stream, makes me realize I havent added the water torrents to my map yet.
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
It's not pretty and it's far from finished, but I'm so glad to be making progress taking down that huge wall I'm gonna post a screenshot anyway.

artpass_ritz0002.png


I've decided to make a rough pass over the entire map (as I should've done in the beginning) to tie the areas together, this is the start of that process. When I'm finished and have a complete map I'll start to go back and make things pretty.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
By taking away the wall like that does it cause Vis problems? People should be able to see the Blu spawn from there during RJ's or Sticky jumping right. Will the skybox show Blu spawn, but still allow Vis to be done right or am I missing something.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Will the skybox show Blu spawn, but still allow Vis to be done right or am I missing something.

Skybox (as in the 3D construct) need not contain any map geometry. If you place a skybox wall between two locations, they can still see each other. I don't know precisely how VIS handles this, though.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Wait I can't picture where those screenshots are, I loved it before when you were doing the side-by-sides! :D

Anyway, doing a first pass should be quite helpful. Any chance of a playtest at some point, just for funsies?
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
Just for you:
artpass_compare_3.png


Once I've started optimizing I'll probably want to do a few tests to see how it performs for other people, although other than that I don't see any point in playtesting.
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
It's been a while since I posted an update, so here's what I'm working on now.

I've switched styles slightly to something more modern, rather than the abandoned mine I was originally planning.
artpass_valvebase0018.jpg


I know I've blocked up a possible route here, so I've also done an alternate version that matches the original layout better - I can switch between the different versions with visgroups.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I know I've blocked up a possible route here, so I've also done an alternate version that matches the original layout better - I can switch between the different versions with visgroups.

I'd go for the one in the inset (open route).

I was pestering bots the other day from there as a red demo.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I think the one in the inset with the doors looks a LOT better than the plain wall with two lights.

Kep
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Holy cow Ritz.