CP artpass_littledude

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
I decided to have the swamp theme inside the artpass map. Basics, its night time, swampy, raining, thunder, and lightning (in the skybox).

Background story: Red has recently reactivated an old rocket refueling depot. Blu wants to cripple Red's ability to manufacture rocket fuel for their rockets.

Custom models and textures used and authors:

Forklift: Rexy

Round Spytech Signs: Acumen

Arch I-Beam Pack: Rexy

Lightning Textures: Seba - 079

Swamp Theme Pack: http://swamp.tf2maps.net/

Yes I did ask these people to use their custom model and textures
 
Last edited:
Feb 18, 2009
640
629
How are you making the rain? Particles I hope. It looks a little weird having rain in that indoor part (5th screenshot), either show signs of water damage in there, or plug up the ceiling. Also, I see the majority of what you have done is changing the textures. I'd get a move one if I were you ;) don't be afraid to be creative and change the shapes of buildings. The water around the first point seems a bit too much as well. Make it into several puddles rather than one big pond. :)
 
Nov 14, 2009
1,257
378
Those aperture CP signs, and that weird health pack, are they included in the map, or are they your weird skins?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Hey the swamp set has skybox cards to match the swamp trees, you might want to try using those.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Try to match your fog settings to the skybox. Your first and second images show the maps horizon contrasting the skybox by extremes of white and black vs grey, respectively.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Woah man, swap the teams back. Seriously it messes everyone up.

I did this on cp_industrial a very long time ago and it led to players being very strange in understanding the maps layout because they assume that if red = defense and blue = offense is wrong, what else about TF2 has the mapper changed?

You've gotta keep it consistent!
 

Khuntza

L4: Comfortable Member
Dec 29, 2009
155
102
What happened to your cubemaps? Did you forget to build them??? I checked with both HDR 0 and HDR 2 and they just don't appear to have been built at all.

I like the detailing that you've done outside, its very swampy. Inside however, especially the rooms around C are all very plain. I'd suggest adding props - pipes, crates, barrels. Right now there are rooms that are just bare. Many of your doorways inside are concrete meeting concrete, I'd like to see door frames added.

Another thing that really stood out was the texture alignment on the support beams underneath the upper hut going from A to B, a wood texture has been used but needs to be rotated 90degrees.
 

Khuntza

L4: Comfortable Member
Dec 29, 2009
155
102
Okay I'll see about fixing those problems.

Cool.. and while I remember, there was a bunch of console errors when loading the map. It would appear you have a bunch of non-physics props set as physics props. Not a big deal, but something that should really be fixed.
 

Khuntza

L4: Comfortable Member
Dec 29, 2009
155
102
Sorry mate.. still no good.. cubemaps still aren't working at my end. Can anyone else confim this?

This release also seems to be missing all your vmt files.. perhaps you missed them when packing them into the bsp? Before uploading you should do a test run to check by renaming your materials folder to .old or something to test it as if you don't have the textures locally stored..