Mann Manor

CP Mann Manor Final release

YM

LVL100 YM
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Dec 5, 2007
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/Sigh

No progress yet today cause Tyker told me to use VIDE instead of Pakrat. And I spent the next several hours chasing an issue that never existed because VIDE failed.

Oh well, such is life.

C is not reaaaly ready for a major public reveal, so no.

Playerclipping is nearly complete, optimisation, soundscapes, env_cubemaps remain, along with plenty of other small tweaks and additions to detail.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
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More stuff:

curtains_banner_01.jpg

mansion_paintings_01.jpg

And the clocktower is almost too big to fit into the HLMV for viewing, but there it is
misc_stuff_01.jpg
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Christ Rexy.

Christ.
 
Nov 14, 2009
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How well do you know your TF2 landscapes?

Im guessing 3 from badwater (badlands on one of them?)
and one from Granary.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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badlands, granary, gravelpit, dustbowl.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
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2 badlands, badwater, granary, gravelpit, and dustbowl, 2 kings, a jack, and a pair of aces.
 

coagulated

L1: Registered
Aug 12, 2010
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If one can afford a mansion, one can assume the occupent can afford a set of retro light switches

@grazr

The point I was trying to get at is that yes, this was an eloquent mansion, but now it's rather dilapidated, so one gets the feeling that the owners don't have the kind of wealth they once did, and that around the time they installed electricity into the house, they didn't have enough money to have the switches installed within the walls (keep in mind this is a huge house, so it would require a lot of switches). That's pretty much why that little detail interested me so much in the first place, it adds a lot of depth and emergent backstory for something so seemingly insignificant.

But yeah, I agree that pins would be more appropriate, the only issue would be if that would make the footprint of the prop a little too small.


I really dislike those skulls. Are they really necessary?
 

YM

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This is it. I'm at a 100% shippable state. Everything I do from here on is just final polish. It feels great to be at this stage, but it also feels terrible.

There is so much I could do, but I have to prioritise and just concentrate on certain things.

Massive thanks and everlasting respect to Rexy for all his incredible help with props, thanks for the suggestions provided in this thread too.

Now I have to go check out the uploading rules to make sure I have it up in time, I don't want to miss the deadline after all this work!
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
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mansion_paintings_01.jpg

And the clocktower is almost too big to fit into the HLMV for viewing, but there it is

I like the paintings idea, but those bottom three are really ugly. The landscapes look pretty nice and fine from a distance, but the inked portraits are just obviously comic-styled and don't seem to fit. The Redmond portrait also looks wonky as hell and could use a better cropping.

Also, seconding removal of tacky skulls, the detail is really fine and busy for TF2, they should at least be simplified a little. Polycount estimates scare me and I can see a lot of room for optimization, but that doesn't seem to be a concern to you guys.

Those are my nitpicks, but the models look really nice. So much LD feedback going on around here, but it doesn't seem like a lot of artists come around here with technichal feedback so I hope you don't mind.
 

YM

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I like the skulls, I think one thing that is often confused in TF2 is that the detail density is scalable. They apply highly dense details where necessary. These skulls could use a little tightening up of the form though, they can stand to be a lot crisper.

I agree on the comic portraits I'll poke rexy and see what he fancies doing with them.
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
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I like the skulls, I think one thing that is often confused in TF2 is that the detail density is scalable. They apply highly dense details where necessary. These skulls could use a little tightening up of the form though, they can stand to be a lot crisper.

I agree on the comic portraits I'll poke rexy and see what he fancies doing with them.

Awesome, I think you have plenty of portraits even without those. About the skulls, I don't mean in terms of mipmaps and what you'd see from a distance so much as the graphic itself doesn't really fit. It looks like an overly-detailed drawover of a Google images result, and if it was just silhouetted/drawn with a bolder line/more exaggerated toTF2 style it would be a big improvement. But I do think that the element detracts from the logo and is kinda cheesy v:
 

YM

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Dec 5, 2007
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...Can we have more screenshots?

Do you plan to release this if it doesn't win?

The more I take screenshots, the less time I can spend working on the map itself.

Also yes, on pretty much every page now i've said all the assets will be released if it doesn't win as will the map.