CP Mangy's Artpass Thread

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
I love your interior work and the Blu stuff but could you edit the brick work textures a bit? With trimmings it would be less noticable but to me it really sticks out (HL2 texture right?)

Perhaps just take the core texture files and blur them up a bit so they're not overly detailed and mess around with the contrast ect...

artpass_mangyi0000.jpg

Really think it ruins the map and I like a lot of it so it seems a shame - personal opinion of course.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,867
2,977
Its not a Half-Life 2 texture.

In fact, its featured heavily in maps such as Well, Pipeline, Freight and Steel.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Its not a Half-Life 2 texture.

In fact, its featured heavily in maps such as Well, Pipeline, Freight and Steel.

Well bugger me you're right!

Didn't realise it as the same brick pattern and I assumed it was just a similar one...

I think the different light settings, baked in shadows and numorous details make it not as noticable in Maps like Well for example. Perhaps if you pulled the middle section out and changed the little wooden fence in the forground to something that stands out more then it wouldn't look so out of place
 

Tinker

aa
Oct 30, 2008
672
334
I think the fields can use just a little more detail so it gives the illusion there's actually crops there, it looks a little much like a solid blob of colour right now. It looks great in the distance, but for your third screenshot it looks rather odd.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I forget how ugly those apline trees look when they're just origin shaded. Anyhow, new skybox is looking great, I agree with tinker that the fields look a little plain, since 2fort's 3D skybox is something you hardly ever notice ( I was amazed there was a field texture!) it doesn't matter so much for it.

It'd probably be ok with just a little more grain in the texture, at current it feels very block colour, a low opacity non-repeating texture might do it some good.

But I wouldn't worry about it too much.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Got into interiors a bit, with basic rafters et al in nearly every building that needs them. Lighting is progressing slowly but steadily...
TODO:
-Red and Blu spawn rooms
-3 Side rooms to C
-Polish C
-Polish edges of map where hits skybox
-rooms between Blu spawn and C
Then:
Playerclip
Redo areaportals and hints, add occluders
??? check gameplay I guess

God, will I make it?
artpass_mangyj0000_2.jpg

artpass_mangyj0001_2.jpg

artpass_mangyj0002_2.jpg

artpass_mangyj0003_2.jpg

artpass_mangyj0004_2.jpg
 

FeartheMango

L69: Deviant Member
Sep 8, 2009
69
25
I really don't like those brick textures, they look very busy whenever you don't have something to break them up. ie. windows
 

StuartPB

L1: Registered
Nov 20, 2009
21
10
The wall in the first pic is not finished. other than that I really don't get the brick criticisms. That material is EVERYWHERE in tf2

Yes, but it's always broken up by gates, doors, and windows, or otherwise covered by props, so you only see a few units of brick together. You never face large, unbroken swaths of it, as you have here, because they look hideous.
 
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Keonyn

L2: Junior Member
Mar 27, 2010
56
17
It's simply stylistic aesthetic differences and is entirely subjective. Personally I like the bricks and plan on using bricks a bit myself, but it's simply a matter of opinion. While I do agree his bricks might be a bit excessive in how open and flat the face is, it could be broken up a bit by some added bits of geometry and some props and overlays and it would be just fine.
 

Simski

L2: Junior Member
May 17, 2010
57
11
You only really see it from one angle on the outside though.
Now if people say that your usage of bricks look bad, is it really relevant that there are other maps that don't look bad using bricks.

The important thing is only that the people do not like it, so it is something you should try and fix as leaving it won't change your chances for the better. No offense meant, just trying to be realistic.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I wonder if there is a "cool to hate bricks" mentality going around.

http://dl.dropbox.com/u/538305/artpass_mangyj0000_2.jpg
But the one thing I dislike with the brick wall is how it looks really this near that doorway. Like, the space from the doorway to the edge of the wall is very small.

Other than that I like this. Keep it up, you'll finish! :D

EDIT: Oh and I just saw that hillside by the mountain. That is epic.
 

FeartheMango

L69: Deviant Member
Sep 8, 2009
69
25
Well.jpg


Never seen anyone whine about it in Well



Not only does this have architectural differences, but the lighting also compliments the bricks, and it has alot of things to break it up.

Not to mention that it is a major gameplay area, so that the colour of players will also disract from the bricks as well.

Where as in Mangys pictures, It is one flat wall, with nothing to break it up. And will not be having many players in front/around the majority of it. Also, the Greenish lighting of his map does not compliment the dark reds of the brick, making it stick out more.


Not hating though, LOVE the map so far.
 

jpr

aa
Feb 1, 2009
1,094
1,085
Not only does this have architectural differences, but the lighting also compliments the bricks, and it has alot of things to break it up.

Not to mention that it is a major gameplay area, so that the colour of players will also disract from the bricks as well.

Where as in Mangys pictures, It is one flat wall, with nothing to break it up. And will not be having many players in front/around the majority of it. Also, the Greenish lighting of his map does not compliment the dark reds of the brick, making it stick out more.


Not hating though, LOVE the map so far.

The wall in the first pic is not finished.
The wall in the first pic is not finished.
The wall in the first pic is not finished.
1
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The wall could do with that (64 high?) concrete trim at the base though. Certainly in the last pic, as for the first one where it has 2 different height levels it may be required to have the trim reach higher up the wall to reach the second floor, or just have it smaller and not reach the doorway on the second floor. Either would be acceptable i think.
 

Keonyn

L2: Junior Member
Mar 27, 2010
56
17
You only really see it from one angle on the outside though.
Now if people say that your usage of bricks look bad, is it really relevant that there are other maps that don't look bad using bricks.

The important thing is only that the people do not like it, so it is something you should try and fix as leaving it won't change your chances for the better. No offense meant, just trying to be realistic.

Well let's not start sounding like politicians here. It is not a matter of the people not liking it, but rather some people not liking it. You can't please everyone and unless every map has an identical look then you're going to have some that like some looks and some that like others. Personally I'm not a big fan of the use of metal textures myself, and think a lot of them simply look bad and are overused. Not a big deal though, and it's simply one option and look among many and many others seem to like it.

I think the brick wall in question looks a bit plain, but that could be resolved without changing the texture, and may well be since this map is still a work in progress, so I just don't see a point in the harsh criticisms for the look of an undetailed wall and the overall use of the texture period.