CP artpass_helljumper

Jun 19, 2009
812
814
HellJumper_artpass.jpg


My artpass entry.

I went with a Gravel Pit theme, and it's pretty much done. I decided to finish it this month because I knew september would be really busy for me. So just letting everyone know this is an entry done in half the time, so be easy!

Feedback is appreciated. (If you don't like something, tell me why or recommend something) ;)

Officially Finished​
 
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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
7:40 PM - Broken:Tripod-Turret: One last thing if you read this, raise the RED logo on the right
7:40 PM - Broken:Tripod-Turret: so the railing doesn't go straight into it
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7:42 PM - Broken:Tripod-Turret: For the red spawn, having arrows pointing both ways seems kind of strange. People usually know that they can run out the doors, so you may be able to remove that (Up to you, nitpicking again)
7:43 PM - Broken:Tripod-Turret: And the vista that points at B, I would say remove the rocks on the top right side, they don't match the gray rocks that they're resting on and it's kind of an abrupt change frmo gray to brown.
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7:44 PM - Broken:Tripod-Turret: Also, I'd say smooth the overhanging rock's texture? Nitpicking perhaps
7:45 PM - Broken:Tripod-Turret: Also on the image pointed at the blu spawn, I'd say remove the pipe on the right side, it just looks strange on the wooden building (this is completely my opinion, and you're free to leave it)


Also, the pile of rocks/stones in the picture pointing at blu spawn is really pointy.
 
Jun 19, 2009
812
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And the vista that points at B, I would say remove the rocks on the top right side, they don't match the gray rocks that they're resting on and it's kind of an abrupt change frmo gray to brown.

About that, I think at the end when I'm like 99% done with the map, I can fix the different lighting issues with an info_lighting entity to make them all light up from one light source.
 

BlueWave 319

L1: Registered
Jul 21, 2010
5
2
I love the A to B! You were able to make the shed on the left fit in really well.
The rock walls are a smart way to create the wall thats higher than the B barn.

But story wise, why are they taking this red base? IMO cap C area needs to have some significance. How about a room full of filing cabinets and intel briefcases?
 
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Jun 19, 2009
812
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I love the A to B! You were able to make the shed on the left fit in really well.
The rock walls are a smart way to create the wall thats higher than the B barn.

But story wise, why are they taking this red base? IMO cap C area needs to have some significance. How about a room full of filing cabinets and intel briefcases?

Well, in red spawn (I don't have a screenshot) there is a rather impressive conference room that you can't get into, but in the middle of the table with one spotlight shining down is blu intelligence. So perhaps they are trying to recover their intel? :p I didn't really think that through!
 

Ginger

L4: Comfortable Member
Jun 29, 2010
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Looking very nice, i like the final cap point ;p
 

R4ge*

L1: Registered
Dec 12, 2009
2
1
The first three screenshots r really cool, but the red's size is like i've seen this before. So if u would change them i would say this could win.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
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The objects you asked the purpose of are conveyor belts for grain or gravel or stuff like that.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
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I think he meant the cylinder things with the ladder posed up against them.
 
Jun 19, 2009
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I understand the things you are saying about like uninteresting/bland places, but the stuff that doesn't make sense is fine because many times in valve maps you see contraptions that make no sense whatsoever. Also, you can't really see the roof of that building unless you rocket jump, so I'm going to keep the textures similar.
 

LordNor

L3: Member
Jun 24, 2009
134
15
I'm sorry but the secret society against the most super awesome things in the world "SSAMSATW" cannot allow such blasphemy (your map).

Fantastic map, good work mate.