CP Acegikmo's Artpass Thread

Feb 14, 2008
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I think the whole point of that area above was to give the attacking team a high vantage point to attack from. Now it's more or less like a hole that they can drop down and get owned by sentries, etc. That said, it probably makes it easier to push into the point and hold the top area. So... I think it'll play differently, but not change the balance that much.
 

YM

LVL100 YM
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Dec 5, 2007
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I think the whole point of that area above was to give the attacking team a high vantage point to attack from. Now it's more or less like a hole that they can drop down and get owned by sentries, etc. That said, it probably makes it easier to push into the point and hold the top area. So... I think it'll play differently, but not change the balance that much.


Before the resize of the hole, all sentries below can be countered from above with ease.

After the resize, they can't be done so easily.
 

RaVaGe

aa
Jun 23, 2010
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Your point A is too mono-textured, like the point B, the bricks texture is too present, try to vary the bricks with an wood texture or an other texture of concrete, you should be more imaginative with the brushwork and add more recesses and more roof, the detail is monotonous too.

The skybox is monotonous too, play with the lighting at some places or add more buildings.

Otherwise your BLU respawn and your point "C" is gorgeous.

Good job.
 
Last edited:
Jan 31, 2008
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Alright, changed some textures around and redesigned some stuff so I could add roof detail. I wish I had more time with this :(

artpass_acegikmo0001.jpg


And please ignore that floating radar or whatever
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
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The map reminds me of a TF2 take on cs_assault. But, I'll be honest, I don't like your B and C.

B doesn't have the imaginative flair that A and C do, but I assume thats a product of the time limit. The surrounding detail is great, but to me it looks like you put more emphasis on that than stuff the players will be looking at constantly.

I think you've changed C too much and your result is very simple despite the centerpiece. The vertical gameplay is almost entirely removed by making the hole that small and removing the deathpit. I don't understand why the hole is that restrictive, you could easily cut out all of or half of the grating and keep the same shape. I guess you cut the deathpit due to this? It looks like you'd just fall right in trying to drop down onto the point. I'd also say that C needs more direct light.

Despite those, great take on the idea. If you can balance the outside detail with the inside, it'll be a contender.
 
Mar 23, 2010
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Must have missed this one awhile ago, got to looking at it. Really like what you did with the urban-esque theme. around A/B, and the skybox is purty. as nine pointed out in chat, the transition from blue spawn (natural environment, grass, etc..) to A/B's concrete and pavement is very sudden, at least from the screenshots. maybe put some more concrete/brick buildings around spawn somewhere?

the paths to C are nice. however, the actualy C point is a lot to take in with that whole "density of detailing" thing.

very very late :X
 
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Boylee

pew pew pew
aa
Apr 29, 2008
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Mapping stuff on 45 degrees looks really newbie-ish. Theres enough space there for an 8 over 12 stair there.

I disagree, there are several official maps that have some sets of 45 degree stairs. I could understand if ALL the stairs were like that but I (personally) don't think it's an issue at all. Sometimes space constraints dictate your detailing choices. I'd rather have an area that plays well with 45 degree stairs than one with 2:3 ratio stairs that feels cramped.

/endrant


I really like the re-working in the last screen Acegikmo, it looks much more fully realised this time around. I must add that I particularly like the use of zero gravity radar devices. :p
 

RaVaGe

aa
Jun 23, 2010
733
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I dont like your color scheme, the texture of bricks is fairly well placed, for cons, the end of black metal roof is pretty ugly.

I think there is too wide a variety of props, particularly the windows and crates.

Use the wood window for the walls of red bricks, and the white window for the walls of brown bricks, but try to don't mix it.

I advise you to delete some of cones near the point, that are placed too symmetrically. I also advise you to remove the big green window to the left of the screen who isn't in the color scheme of your wall.

Try to vary more the brushwork, because, for myself, it rest very monotonous.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
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Is that the plain-ol' Sawmill skybox? It looks ... brighter.
 

Soupstorm

L2: Junior Member
Sep 22, 2009
67
12
The only gripe I've got with your map is that the rainy sidewalk concrete texture is too detailed - it doesn't quite fit with the TF2 theme. Other than that... damn. I really think you might win.
 
Jan 31, 2008
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I've gone through lists of feedback from a couple of persons, including myself, and I'm quite satisfied with the current state of the map. I'll have about 5 hours to polish it up before I need to do the final compile. I still wish I had a few more days left, but this will have to do!

I'll update the screenshots in the first post and maybe add before/after animations once I'm done with this.