CP Aly

Freyja

aa
Jul 31, 2009
2,994
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Finally got convinced to post a thread. Didn't really want to. But I suppose you should all know who the mysterious Aly is.
 
Sep 12, 2008
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Optimization! D: I don't know how you will do or did it, but it seems quite hard with all those low roofs! Some parts look bland and uninteresting too: it all follows the same basic colouring pattern and there is barrely any difference in style of buildings throughout the whole map. Just low buildings with pointy roofs all over the place. I'm sorry to say it like this, but I feel kind of dissapointed.

This might sound weird, but in my eyes it looks like a hammer shot, but .. with some basic lighting - if you know what I mean. Nothing stands out, nothing looks "FUCK YEAH THAT IS BADASS" exept maybe for the bridge. And that is why I don't like custom alpine maps. They all look pretty boring and none of them has ever even neared the fantastic feel and style of lumberyard. It isn't just about trees and grass.

Okay, time to end this rant, but i hope you'll try to make this map more special.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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One thing i noticed in all of your maps is a complete lack of spytech bases or washroom spawns. It'll be a shame if you continue to neglect this aspect of TF2 aesthetics.

Also, as i've said throughout your screeny links in chat: You really need buildings to cull certain sightlines into other areas of the map. Even though you have skyboxes and presumably areaportals culling these areas to physically prevent excess rendering, if players can rocket/sticky jump as high as it looks, then there will be massive plots of land missing, players shouldn't see optimisation working first hand.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Even though you have skyboxes and presumably areaportals culling these areas to physically prevent excess rendering, if players can rocket/sticky jump as high as it looks, then there will be massive plots of land missing, players shouldn't see optimisation working first hand.

Skyboxes don't actually prevent rendering of brushes on the other side of them. They only cull the faces they touch (except displacements).

Also:
I was playing an official map on a server the other day when someone else had an area portal spaz out, the door was open, but the portal was closed (thus rendering void). Wasn't happening to anyone else, but I recognized what he was describing when I had an areaportal freak out when I was doing an optimize pass (it was set to be "always open" but was acting as if it was closed, only occasionally rendering stuff that was on the other side).
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
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Noooooooooooooooooooooooooooooooooooooooooooooo


I was going to make B something with that radiotower as well. ;_;
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Skyboxes don't actually prevent rendering of brushes on the other side of them. They only cull the faces they touch (except displacements).

Skyboxes don't cull areas alone, no. That's what areaportals will do. Area portals will seal off sections of the map, even behind skybox brushes. Thus parts of the map will appear missing when rocket jumping above geometry that otherwise blocks sight to these "hidden" areas. Then you get players going "lolwut, map is broken". As occasionally happens in dustbowl when players rocket jump out of boredom during setup time, discovering the map suddenly ends when there should be an entire stage on the other side of the cliff top.
 
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Jan 20, 2010
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I love it, Aly. All of it. I might not be the master detailer that Grazr and Beatz are (and they ARE, not being sarcastic here) but I really do love the look of this. But I am an Alpinefag so perhaps that's where their's and mine opinions diverge. :p
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Ah I see.
As occasionally happens in dustbowl when players rocket jump out of boredom during setup time, discovering the map suddenly ends when there should be an entire stage on the other side of the cliff top.
If it happens in Dustbowl, then I wouldn't worry about it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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That's not the right attitude to take. You don't notice it in dustbowl because the sky is player clipped low (too low if you ask any soldier/demo players) and you only notice it at the apex of your jump when you momentarily slow/get stuck at the cliff top long enough to pay attention. Any other time in regular gameplay you wont notice because people rush past the round gates.

This map is not as flat as dustbowl and has large wide open areas, so we don't get as much freedom when it comes to disguising/hiding this affect. coming down from BLU spawn BLU already have a height advantage that equals the horizon behind A. Why do you think Valve put that massive building between A and C? Why do you think there's a massive ominous wall on the right hand side of dustbowl's stage 1 CP1, and goldrush's stage 1 CP1? The same reasons... obscure sight lines.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
Okay lets just clear this up now.

I'm not entering this to win. I have personal reasons that means I would have to say NO to valve if I won. I never entered this wanting to win.
I entered this to practice detailing and rip apart the map as much as possible. So try to give feedback on detailing, not what I've done on the map.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
It's all part of the same process from where i'm sitting :/ having chunks of your map visually missing because of poorly positioned skyboxes impacts on aesthetics and immersion.

*shrug*

Just sayin.
 

Simski

L2: Junior Member
May 17, 2010
57
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The bridge with the train is just awesome... I do hope it won't be as noisy as in ThunderMountain though :/
 

KarmaPolice

L3: Member
Jul 25, 2009
108
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The only thing I don't like is the lighting. The Lumberyard lighting is very plain and uninteresting, maybe try experimenting with different light colors and sun angles?