CP Acegikmo's Artpass Thread

KarmaPolice

L3: Member
Jul 25, 2009
108
52
This came out so beautifully, and I get an even 60fps all the way through. Amazing. I especially love the way you used specular highlights on the concrete to get that wet, rainy-day look. Never seen that in a TF2 map before.

I did notice two problems, though.

33nviok.jpg

That face probably shouldn't be nodrawed.

2i6hrp2.jpg

This one's not as big of an issue, but you can see those displacements in the distance pop in and out while walking through that doorway.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I tested your map this morning and i was a little dissapointed that pretty much all your detail is at C.

Since i've got a lot to say i guess i might as well just list them as pros and cons.

pros:
  • This map brings "street fighting" to TF2 in a believable manner.
  • Good attention to detail on the micro scale. Small clever scenes speak a story of life in this scenario.
  • Your 2dskybox looks prettier than sawmills, is it modified?
  • You've done well to make your brick buildings look as non-monotonous as they have turned out to be.
  • Your spytech feels more spytechy than most have managed to achieve (if at all, as many entries lack spytech completely).

cons:
  • Though your street scenes are fresh and original the buildings beyond the immediate play area are bare to the bone. Letting down the potential of your theme.
  • bad attention to detail on the macro scale. The 3dskybox is bare despite the fact it is highly visible throughout A and B. Besides cramming boxes into holes in walls there is not much to your detail at A or B.
  • Though you have junk strewn about the interiors your walls and structures and neat, tidy and methodical.
  • There's a distinct lack of player clips, i snagged on half the objects in the map. Windows that look like you can walk right out of you cannot, crevices and gaps that look insignificant to the gameplay area are accessible and exploitable and the gaps between tiny props found at ground level make for nasty level 1 sentry spots.
  • There's a lack of definition between what surfaces can and should be walked on.
  • Though your screenshots show a variety of textures, the map basically consists of red and grey surfaces bar the couple highlighted in said screenshots.
  • It's almost impossible to defend or even attack C from above due to the Glados like structure in the centre and spacious catwalk.
  • Whilst 1:1 stairs are acceptable on occasions, especially when they cannot be avoided due to awkward geometry, the map almost exclusively utilises 1:1 stairs.
  • Whilst many of the contest entries have had a distinct lack of RED in their base, yours hits the other end of the spectrum with a mighty red overload.
  • B was bare and the props used are the ragged mining fences which look out of place.

Some suggestions (though they be too late for your contest submission, i feel you could improve your theme):
Swap your white wooden scaffold for industrial metal scaffold to compliment your theme. As a modeller you shouldn't have too much trouble with this.
Use more than just those metal garage gates to detail your walls at ground level. They're everywhere.
Make your buildings taller to obstruct visibility further through the map. Your optimisation seemed to be lacking:

jumping: http://img.photobucket.com/albums/v213/grazr/artpass_acegikmo0001.jpg
ground level: http://img.photobucket.com/albums/v213/grazr/artpass_acegikmo0000.jpg

This just looks thrown together due to a lack of imagination. It doesn't complement the theme and the wood looks too fresh and blocky.

One of the weirdest things about your map is that you made the map seem really small, whilst most have made it seem large.

On a final note, even though it is still possible to fall down into the death pit, it is next to impossible to stumble into from the CP. I was able to harmlessly walk from the cp and land onto the floor by its side (because the CP is raised). You'd simply have to be the unluckiest bastard to fall down it, which just makes its presence annoying more than a significant gameplay feature.
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Aww. I wanted this one to win alongside YM's. I loved the theme personally.

Two things: Are you and JoshuaC going to release the models and textures? I'd like the new brick texture and a couple of those plants... Secondly, you should get back to work on Photic and whatever other maps you're making - I miss the good mappers and their maps.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
To be honest all the stuff at C screams Photic, so I'm sure Ace won't leave us hanging.

Right, ace?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Looking forward to using some of these assets, if you plan on releasing them, and I hope you do. In fact, if you have a "dry" version of that pavement, that's near the top of my list.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
you should use this last wonderfull point for another map. No one will say that it's a part of an artpass map :)
 
Jan 31, 2008
555
1,482
Looking forward to using some of these assets, if you plan on releasing them, and I hope you do. In fact, if you have a "dry" version of that pavement, that's near the top of my list.

There is already a dry version of the pavement, I just made it wet. Search for conc in the texture browser and you'll find it!

And thanks for the congratulations etc.
I knew 3Dnj would win when I saw his entry, it looks amazing. I was honestly hoping he wouldn't have time to finish it, or not be able to optimize it properly. I guess that's my competitive side speaking, It's a deserved victory for him anyway.

As for Photic - Yeah, I should get back to it. However, my GPU is currently broken, and I've started studying again. As a part of my studies, I'm learning UDK and the UT3 Editor. I'm gonna finish a map for UT3 and then try to continue on Photic.
Photic has a few layout issues though. I could detail it and release it, but that's not really the way you should handle a map.
 
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KarmaPolice

L3: Member
Jul 25, 2009
108
52
I just hope you come back to this theme at some point in the future and use it for an original map. It's beautiful with plenty of potential.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
There is already a dry version of the pavement, I just made it wet. Search for conc in the texture browser and you'll find it!

Wait, the road too? Huh. It looks a lot more like asphault when it's shiny then for some reason.
 
Jan 31, 2008
555
1,482
Well, when you said pavement I assumed you meant the sidewalk, not the asphalt. The asphalt/road is a custom texture

I may or may not go back to this theme, just like I may or may not finish cp_photic. I want to finish more maps, but I'm mapping in Unreal engine now. It's odd how hard it is to get used to the Hammer camera controls again after using the Unreal ones for a while.