CP Acegikmo's Artpass Thread

Jan 31, 2008
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The screenshots feel so drab, like the map has no life. It's like Well but there's no color and nothing interesting, however cool the wet, reflective concrete might be. :(

Yeah definitely I have to change some textures around
 

3Dnj

Ducks
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Dec 21, 2008
288
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I really like your blu spawn and your point C (although I can't stop wondering if this is really the artpass or not)

The rest is just quite well after that.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
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Edge's Long Feedback Time! Cuz I actually LIKE this entry compared to most.


http://forums.tf2maps.net/geek/gars/images/5/5/1/artpass_acegikmo__A_.jpg
It might be a lot of brick. But the trim at the bottom makes those portions okay. The point itself has barrels and crates which prevent brick-overload. If anything, up on the raised part of A near the dropdown, put some crates or barrels just to skew the brickness.

The metal door that's been pushed open on the far right looks bad. To the left of that, there is another metal door that has no stairs up to it. I know that's possible for some knee-high doors to not have stairs, but ehh. The windows above said door, the wooden ones, don't fit (There are also some on the right wall facing the camera). And on the far left, the blue-bordered, black-glassed window doesn't fit. Not only does it work better when in a wall, but there's a seam on one of the sides - look at it in Hammer from all angles and you'll see the seam.

The road thing you have going on looks beautiful. The light posts are amazing.

http://forums.tf2maps.net/geek/gars/images/5/5/1/artpass_acegikmo__B_.jpg
I really need a picture of the opposite side to say much. From that, B itself looks very bleh.

That building is so small, and with so many entrances, that brick seems odd to have built it with. Concrete or metal, though I prefer concrete.

http://forums.tf2maps.net/geek/gars/images/5/5/1/artpass_acegikmo__C_.jpg
I like the look and feel of the place.

Make the floor not red, and I think it would look better. Maybe even switch the floor's colouring-the dark carpet around the point and the red floor could be switched so the floor is mostly the dark carpet. I'm concerned about your deathpit being too modified and being harder to fall in. And the monitors seem a little too low. On the right, I don't like how there's a wall with two and a half sections of white and then red, that's connected to a wall with only one section of white, and then the rest of the room is entirely red.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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I honestly have no idea why you have been acting so hostile towards me lately. :(
What have I ever done to provoke you? If so I'd really like to know about it, instead of posting comments like these.
I apologize for offending you, I hold no ill-will towards you. I don't like the overwhelming red tones, but every map has a few off bits or stuff certain people don't like. You're a talented mapper and this is no exception.
I was mostly trying to "be a dick" towards the flood of people who have a habit of drowning anything by certain people in a flood of accolades.

(lately? This is the first I've seen you in months)
 

Tinker

aa
Oct 30, 2008
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This thread: http://www.youtube.com/watch?v=NpYEJx7PkWE

I think it looks pretty lovely, but I probably also repeat a few criticisms; B looks rather bland (from this angle, at least), and C might've been changed a little much. You might want to take away the stairs leading up to the point, as by the looks of it they pretty much negate the whole point of having a deathpit (or aren't they on the other side as well?). Also, it's VERY red. I think it'd help a whole lot already if you'd make the 100% red walls a little more white in places.

I love what you've done with A though and the general theme, so best of luck.
 
Nov 14, 2009
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I like C intensely, although, as booj said, the gameplay is quite different, with the deathpit almost impossible to fall into. Maybe show us a different angle of C? Also, the upper floor is changed beyond belief, and although it looks FANTASTIC, I think the gameplay will end up being quite different. Good use of the nucleus dish, though in the upper area, there is some texture tiling (maybe its just my highly trained mapping eye)

I personally don't think you have all too much red. Its a red point, it should be red, no? The only thing about the lighting that could change is make the lights a bit less red, and just let the walls be the source of the color.

B, is meh to me. I dont like the shape of the control point building. Its shaped like a hut, where the rest of your buildings are industrial. Great job pulling off the industry theme, though. However, I prefer your rainy desert theme around A.

I wish that there could be more desert than industry, since that part of the theme is just so cool. I love how you made curbs. If there is one thing every tf2 map is missing, it is curbs. IDK why. Around A, I still wish there was more desert. I like how its an obvious loading dock, so it does have a reason to exist.

Around the Blue spawn, its great, loving the desert, though, it makes no sense to me why Blu would have such a large (tall) building in the middle of nowhere, next to a red facility.

In all, great job, but there are still some problems.
 
Jan 31, 2008
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B was actually the first building I worked on for the artpass entry. I was *really* restrictive on layout changes at first. I probably need to redesign it a bit. Thanks for the feedback!
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Blu spawn looks incredible and has a fantastic atmosphere! The rest of the map is also generally gorgeous, but I also have a couple nitpicks.

Point A - As has been said, seems to be a bit too much brick. I love the sidewalk/roadway stuff, but the brick buildings in general are a bit repetitive. Vary a couple textures and tweak the architecture on a building or two to add some extra visual flavor and I think you're good to go.

Point B - I love the island of color (mostly due to lighting) amidst the overall grayish area; it's very atmospheric. The building itself, however, just doesn't make sense. Such a tiny building made out of brick amongst a bunch of other large industrial structures seems odd. A metal shack somehow connected to that larger metal building behind it might contextually make better sense.

Point C - Yeah, it's red. Is it too red? I dunno. Perhaps an extra smattering of concrete or some other texture to add some accents to the room would help, but I don't think you need to do anything too drastic regarding the color. I am indeed worried about the gameplay changes though. The death pit and the overhead walkway area are extremely different. The rules do allow for some minor gameplay changes, but I didn't even recognize your point C as the actual artpass point C at first. It looks amazing, but I'm seriously worried about the changes affecting your eligibility. At the very least I think you need to enlarge the death pit, as well as the circumference of the opening in the ceiling above the point.
 

StuartPB

L1: Registered
Nov 20, 2009
21
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Compared to RED's final point on Hydro, I think C is chromatically fine.

The alleged death pit, however? Not so much.

Also, as cool as that monitor installation is, I can only see it screwing over explosives.

And the tightened catwalk... seriously, compared to valvebase, your C looks indefensible.
 
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Verno

L2: Junior Member
Jul 17, 2010
80
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This thread: http://www.youtube.com/watch?v=NpYEJx7PkWE

I think it looks pretty lovely, but I probably also repeat a few criticisms; B looks rather bland (from this angle, at least), and C might've been changed a little much. You might want to take away the stairs leading up to the point, as by the looks of it they pretty much negate the whole point of having a deathpit (or aren't they on the other side as well?). Also, it's VERY red. I think it'd help a whole lot already if you'd make the 100% red walls a little more white in places.

I love what you've done with A though and the general theme, so best of luck.

Wow, that video is perfect.

Also, I should probably comment on the map, but it consist with what other people are saying. However, I will say that the background detailing is fantastic. Perhaps you can make point B more interesting by bringing the background stuff closer. Maybe even connect the B building to the tall building in the background.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
C might've been changed a little much. You might want to take away the stairs leading up to the point, as by the looks of it they pretty much negate the whole point of having a deathpit (or aren't they on the other side as well?).

Picuture is taken from the red spawn side of things, so you do need access to the point from that side. We can't see the other side of the slightly raised point, so I would assume that it's open fully. The shape of the pit has changed (completely round) but I think a few other people at least tried that as well.
 

KarmaPolice

L3: Member
Jul 25, 2009
108
52
Holy fuck, this is the most beautiful thing I've ever seen. My only concern is that C looks like it's been changed to such a point that the gameplay will be very different. Aside from the fact that it's over a death pit it's hardly recognizable as the original map.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Maybe boojum was right about not looking at the screenshots, C has hardly changed at all guys..

Total major changes:
-Large hangy thing in the middle
-Smaller hole in the ceiling
-Smaller gaps into deathpit.

Basically everything else in C is as it was, just a little more amazing looking.
 
Nov 14, 2009
1,257
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Maybe boojum was right about not looking at the screenshots, C has hardly changed at all guys..

Total major changes:
-Large hangy thing in the middle
-Smaller hole in the ceiling
-Smaller gaps into deathpit.

Basically everything else in C is as it was, just a little more amazing looking.

Maybe the screenshot doesnt show it well enough (bad angle?) but I see no gaps in the deathpit, just stairs that go all the way around, except for at the 6 and 12 o'clock positions. The dangly thing doesnt matter, except for how awesome it looks, though the upper floor is where my concern is. The fact that you can walk around there was definatly not planned, as it changes a "door" into a dropdown.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Maybe the screenshot doesnt show it well enough (bad angle?) but I see no gaps in the deathpit, just stairs that go all the way around, except for at the 6 and 12 o'clock positions. The dangly thing doesnt matter, except for how awesome it looks, though the upper floor is where my concern is. The fact that you can walk around there was definatly not planned, as it changes a "door" into a dropdown.

Screenshot doesn't show it well. I had to look closely to see that there was still a deathpit. The stairs end right at the two things that stick up out of the floor (6 and 12 o'clock-ish).

The posts themselves block the fall into the pit, but also make it difficult to get onto the point, so serve the same gameplay purpose.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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Maybe boojum was right about not looking at the screenshots, C has hardly changed at all guys..

Total major changes:
-Large hangy thing in the middle
-Smaller hole in the ceiling
-Smaller gaps into deathpit.

Basically everything else in C is as it was, just a little more amazing looking.

It may look the same in many regards but it's more the implications to gameplay; which appear to be more significant than most. Since this is something the rules state to not change... it's a pretty important to bring up.
 
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timberghost_paintball

L2: Junior Member
Dec 19, 2007
77
200
Absolutely beautiful work, one of my favorites for sure. As far as the gameplay modifications go, I wouldn't dare speculate as to what the judges may ultimately decide. There's just no way to know what criteria they will prioritize. Either way its beautiful work.

I see your changes as a nice gamble that's definitely worth taking as it helps set you apart. Maybe it'll pay off maybe it won't but I think taking some risks has a good chance of being beneficial.