ArtPass_AshyKnuckles

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
artpass_ashyknuckles60010.jpg


artpass_ashyknuckles60009.jpg


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I need to work on the displacement a bit more on the water torrents. The speed they're moving at is pretty close to what I want. Might add a few more to a couple of the other submerged areas.

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The current version of the mini shed by B. I have a question for this area. At the bottom of the shed I've set the area on a platform and added the metal sheets to the bottom. Even though there is a light right in front of them I cant get them to light up. Any ideas on a fix.

artpass_ashyknuckles60000.jpg
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
In that first image, I'd line the metal sheets up so that they're lengthwise perpendicular to the pipes (?) under them. People don't just scatter sheetmetal down haphazardly when making a bridge.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I LOVE the flooding vents. Its quite funny. The BLU SPAWN exterior is pretty cool too. The depth reminds me of 2Fort. But why are there BLU props in the RED spawn? (picture 4) Also, why are 2 vents flooding, but another is completely unaffected? And for your metal sheet lighting problems, try putting an info_lighting nearby and setting thier light origin to it. The barrels in picture 2 have no rotation, and thus the little label is in the same place on them all. I really like your theme; if you don't win, I suggest you use the buildings you built now to make a map based on it. It's ace!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I would suggest instead of having those metal sheets all over the pipes, to just playerclip the area in between. If the pipes are that close together, it's believable enough that the characters are just careful where they step. (The set of pipes in Portal just before you fall into the small turret room work the same way.)
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
@Jetti The generator unfortunately only had the one skin. I've always considered hem kinda neutral anyway since most of my experience with them is from Turbine. i'm looking into custom props if i find the time. I'll definitely try that info_lighting from the description it seems like exactly what I need.

@Steve I recently changed the sheets over those pipes to something more uniform, I'll post a pic once more work is done in that area. I might go with your suggestion, but in-game to me at least there seems to be too much room between pipe as is.

Thanks for the feedback.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
A smallish update. I've decided to flesh out blue spawn a little bit more. I vaulted the roofs to go with the wooden facade on them. The interior is changed slightly also, pics later on that.

Main change is I've gotten rid of the neutral building to the rear of blue spawn. I decided I anted something that tied more in to the dilapidated run down town that was there before red built their base. I was already planning on redoing a lot of the building on the outskirts of the map since their very plain in shape ( not really detailing) and I wanted a greater variance of buildings. My idea right now is a large paper mill, logging company to go with the assets that are there

I've also gotten rid of the small lagoon and waterfalls to the left of blue spawn. I loved the look of the area but I just couldn't tie it into the big wall and the area behind B.


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For the pic below I have a question. Ive added a walkway between the big wall and the Red Base. Im turning the big wall in to another building obviously. My question is does this walkway in your opinion change the routes to any appreciable level. In my mind they sorta limit Solly's and Demos ability to jump through the gap. But at the same time maybe thats necessary to limit Blues movement towards B. Any opinions welcome on it. If its considered too big a change I'll turn it into a partially collapsed walkway to open the space back up.

artpass_ashyknuckles6c0000.jpg



Comments and critiques welcome.
 

Huckle

L3: Member
May 31, 2010
149
101
My question is does this walkway in your opinion change the routes to any appreciable level. In my mind they sorta limit Solly's and Demos ability to jump through the gap. But at the same time maybe thats necessary to limit Blues movement towards B. Any opinions welcome on it. If its considered too big a change I'll turn it into a partially collapsed walkway to open the space back up.

I wouldn't worry about that at all. In fact, if limiting stickyjumping is an issue, nearly everyone who removed any of the big buildings would get disqualified because they allowed too much jumping and adding things like props would be an even bigger change because they limit the available playerspace on the ground which limits every single class.

When people no longer recognize the area you're working on, then you might start getting worried. Otherwise it's mostly about sniper angles and movement in my opinion. You have to do something to keep your map from being the same as everyone elses.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Did a little bit more work on the area around Blu spawn. Adding a log mil directly behind the spawn.

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Right now I've run into an error with overlays. It says max number of faces allowed exceeded. Now I've only added maybe 10 - 15 overlays to the map (outside of what valve added). Any idea how to fix this so i can continue detailing?
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Right now I've run into an error with overlays. It says max number of faces allowed exceeded. Now I've only added maybe 10 - 15 overlays to the map (outside of what valve added). Any idea how to fix this so i can continue detailing?

One of the overlays has gotten bugged and the compiler sees it as being placed on some 64535 faces. Best option (if you don't know which overlay) is to just replace them. Look for an overlay that looks significantly darker or more saturated than it should be (I've found that ctrl-Z'ing when moving or otherwise editing overlays causes them to do this).
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Still working on this. no net access at the house right now (posting from work), so i wont be uploading pics for a little bit. The sawmill in above pics is finished with overlays. I'm currently working on C. I've added a room underneath C showing a lab with the bottom part of the weather thingamabob making up the cap. Hopefully net issues will be resolved and I'll post pics for comments.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Update of some of the stuff Im working on. I honestly havent been fully decided on much yet. I'm constantly redoing sections to see how I like them.

I'm still working on the area behind B. It seems to me that from looking at reference, alot of the normal look of buildings is simply boring to look at. So not sure how I wanna really take this area.

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This area to me is done for the most part. Im still a little hesitant on blue spawn exterior. AN I need to redo the area next to blu spawn and the little shed.

artpass_ashyknuckles7b0009.jpg


More pics of the sawmill behind blu spawn, and the area to the right of blu spawn. I'm having some lighting issues with displacements, so I'll have to start using light entities to fix them.

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This is C currently, I have alot of detailing left, and for the retro-future look I want. i might have to look into importing some custom work.

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Also, a question as always. I made a custome overlay and got it to work, Yay! When I tried doing a extract and edit of a current texture, it shows a pink and black squares. Not the slight tint that happens when cubemaps need to be made, But as if the actual texture is checkered. Any ideas how to fix this?
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
#1: You complain this building looks bland. Why does it matter? It will not be the focus of the gameplay. EDIT: Perhaps use some more chimneys; so far you only used the ones from 2fort. Try the ones in props_forest/

#2: I have to say, I liked the old BLU spawn better, unfortunately. However, you did pull off the sawmill quite well; reminding me of the exterior of BLU spawn in Lumberyard.

#3: I like this, however, why would there be a train buffer in the middle of no-where, directly outside a tunnel? Surely it would stop somewhere to load and unload!

#4: Seems to me like you put a lot of unneccessary detail where those trusses are. I doubt they will ever be seen.

#5: Whoa, what you have of C looks amazing! However, consider making it look more... lethal.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Thanks for the reply.

#3/4 There's going to be a crane extension over that area. The train picks up wood from the mill there. Right now the train is loaded up with wood except for the last car, which is going to have the crane suspended above it with cargo over the car.

#5 I've already changed the pit right after I posted. Looking at the pic, I realized there isn't a whole lot of room to fall in. I've gotten rid of the glass section in front of the CP, and I might make the side glass sections thinner. I have a few Ideas on making it look more lethal and to make the energy swirl more unique and stand out.

Thanks.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
I like the look of it! FYI, in your first post you mention working with displacements. You can switch the paint geometry tool off of spatial and set the little picture drop down to vertice radius. So set to 1 it works with 1 vertex, set to 2 it has a radius of 2, set to 3 it has a radius of 3 vertices.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
Small Update.

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Removed the front section of glass and expanded the ground. I didn't think there was enough room around the point.

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The area leading up to the sawmill. Basically the area right outside the side entrance to blu spawn. Need to work on breaking up the repetitiveness of the rock props a little more. If anyone has an idea of why the two water sections aren't showing correctly in this pic let me know. They're the same texture and the same depth, so they should render the same.

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Starting to put in the crane area over the train tracks to the right of blu spawn.
 
Last edited:

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Need to work on breaking up the repetitiveness of the rock props a little more.

Why don't you use displacements with a rock texture? Probably better performance, and that far away from the playable area, no one's really going to notice the difference.
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
I wasn't anywhere near finished but I wanted to do a post mortem sorta on the map. Even though my schedule tightened up with overtime at work i think I still could've finished. My main stumbling block was simply not having a concrete idea of what I wanted the map to look like. A lot of times I would hop in hammer and simply start changing stuff, get a point realize its not working and have to redo everything. I still plan on finishing the map to a showable state. The first thing to do though is to sit down outside of hammer and really get down the look and feel of the map, before i start to work in Hammer.

I'm proud of what little I was able to do. With this being my first serious attempt at mapping, I'll definitively try again.

Good luck to everyone who was able to finish and submit on time.