CP artpass_re1wind

Beamos

L2: Junior Member
May 14, 2008
80
43
Fascinating. I'm excited to see ingame screenshots.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
BLU spawn: repeating roof texture is repeating, vary it up a bit. Don't be afraid to use the gray metal wall textures. Also, the ibeam spam above C is weird.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
I don't think that the roof texture matters. If you look ingame, many official maps have repeating rooves. Look at Steel, the building across from blu spawn has the same texture. You don't notice the repeating textures ingame, especially if it's not in the way.
 

re1wind

aa
Aug 12, 2009
644
588
Ingame images.

Starting to like where cp C is going, and the top is intentionally white to keep the red bounced light to a minimum, and to control the redness.
artpass_re1wind_50001.jpg


artpass_re1wind_50000.jpg

artpass_re1wind_50009.jpg

artpass_re1wind_50003.jpg

artpass_re1wind_50004.jpg

artpass_re1wind_50005.jpg

artpass_re1wind_50008.jpg
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
damn dude... I really think you have a lead on the rest of the competition here... I've been following you since you started and I'm by far most impressed with yours.
 
Sep 1, 2009
573
323
Its all so...beautiful and green!
 

re1wind

aa
Aug 12, 2009
644
588
So much to do so little time...*eye twitches*

Personal crunch time.
TO DO:
Blu spawn
red spawn
Detail CP C & area
3D skybox (!!!!!!!!!!!!!!!)
tweak hints, func_visgroup & tweak optimization
tweak fade distances
player cliping
additional detailing & undetailing
general polish
anything else i forgot goes here


mildly old screenshot. Area is too dark, white stands out too much, lacking detail, etc. etc. I have some plans for tweaking the woodwork and displacementsto add more detail into the area.

artpass_re1wind_50014.jpg
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I'm not sure I agree with the short-radius curved wood plan walls (1st and 2nd images).

You've also got too much repetition in the holes in the floor in the third-to-last image.

Otherwise looks great.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Some of your light props appear out of place.

There's a long pipe beneath that row of lanterns. They don't quite go together: they had time to install a pipe, but no permanent lighting? I'd at least go with some light poles or something there.

Likewise, there's a bulb attached beneath some heavy metal truss. Seems quite odd. A more industrial-style light would look better IMO.

Basically just take a step back and recheck that your light props are the correct ones for the area. Would add a ton to an already good looking map.

Kep
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
I really love this, a lot alot a LOT.

One thing, the cliff above the entrance to the base accross from point B ends kind of abruptly making the whole thing look like a big plushy cube. Try extending it into the distance more.
 

StuartPB

L1: Registered
Nov 20, 2009
21
10
I love this map and how it makes all the points "open" while still being Artpass, and how it looks like a new art style while not escaping TF2.
 

re1wind

aa
Aug 12, 2009
644
588
@ Earkham: Yes, i noticed that as well, the lanterns are gone replaced with something more fitting, will need to recheck though. Ditto for the bulb under the metal truss, removed and replaced with two spots pointing at the control point

@ashy knuckles: Yes, i'm aware of detail sprites being where they shouldn't be, and i'd kill to get l4d's func_nodetail brush in tf2 to make that much easier. also, the detail sprites don't actually show in hammer so i'm sort of working blind in that regard. :-\

@Mr happy, yeah, the cliffs...they indeed stop too abruptly and while a 3d skybox can help alleviate the issue somewhat, i don't think i'll have time to properly fix the displacements in that area to my own satisfaction. I'm more worried about the 3D skybox than those displacements at this point with the few days that i have left.
 

re1wind

aa
Aug 12, 2009
644
588
Red spawn, gravelpit style. i also hate smoothgroups.
artpass_re1wind_60004.jpg

artpass_re1wind_60001.jpg


CP C and area immediately outside red spawn. Broken areaportals due to cordon. white is still slightly dominant. An idea i had was to have every nook and cranny filled with explosives timed to go off when/if blu capture the control point as they knew they were coming when they found australium in this mine. however, i don't have barely enough time to finish the basic detailing much less to add something like that. hence it remains underlit details for now, until tomorrow when i improve lighting
artpass_re1wind_60003.jpg

artpass_re1wind_60002.jpg
 

dire_luck

L1: Registered
Jul 25, 2010
6
0
Point C looks really good, and i think your idea about the explosives is a great idea. Keep up the good work
 

re1wind

aa
Aug 12, 2009
644
588
red spawn in cp_gravilpit disagrees. will think about it, have too much to do. keep on redoing old parts that i havn't touched in weeks, and while it is more work
the end result always works better.

busy times, busy times...
 

re1wind

aa
Aug 12, 2009
644
588
some areas are sparsely detailed, others are more or less "done". Blu spawn and area around cp C need the most attention right now. My main concern now is to get 3D skybox up and running, then detail blu spawn some more, area around cp c, adjust fade distances, fix dark props, player clip areas, etc.

BTW, 80%+ waterindices. i blame unoptimized fdetail geometry.

Red Spawn, CP C, and area
artpass_re1wind_60024.jpg

artpass_re1wind_60005.jpg

artpass_re1wind_60006.jpg

artpass_re1wind_60007.jpg

artpass_re1wind_60008.jpg

artpass_re1wind_60009.jpg


Blu Spawn & area
artpass_re1wind_60017.jpg

artpass_re1wind_60016.jpg

artpass_re1wind_60015.jpg

artpass_re1wind_60022.jpg

artpass_re1wind_60018.jpg


CP A
artpass_re1wind_60019.jpg

artpass_re1wind_60020.jpg


CP B & area
artpass_re1wind_60021.jpg

artpass_re1wind_60011.jpg

artpass_re1wind_60010.jpg

artpass_re1wind_60012.jpg

artpass_re1wind_60014.jpg

artpass_re1wind_60013.jpg