[WIP] cp_tone

Pendaz

L2: Junior Member
May 28, 2008
60
0
Stages: 3
Captures per stage: 2
Style: Mining/canyon


As of now im about half way through the first stage, the first capture point is in place & the general layout of the stage is done.

Screen:

Blue Spawn at top left corner, capture point in the middle (where i am aiming), entrance to 2nd CP on the left hand side)
cp_tone_beta_10001.jpg


This is facing out of one of the exits for blue, heading towards the first cp point.
cp_tone_beta_10002.jpg


Entrance to the 'sewer system'
cp_tone_beta_10003.jpg


First CP area (cp is on the left)
cp_tone_beta_10004.jpg


another view of the first cp:
cp_tone_beta_10005.jpg


one of the entrances towards the 2nd cp point.
cp_tone_beta_10006.jpg


Inside the building:
cp_tone_beta_10007.jpg


Stairs leading to the upstairs section of the building
cp_tone_beta_10008.jpg


Upstairs
cp_tone_beta_10009.jpg


View out of the windows:
cp_tone_beta_10010.jpg



Thats what i have so far, im open to comments/suggestions/ideas ect. and i'll try to keep this post up-to-date as its needed.

-Pendaz
 
Last edited:

Ace

L3: Member
Feb 15, 2008
112
9
I like it. Nice wood in the house.
Although I think the roof supports sould be a more similar texture to the roof - just personal preference. Maybe the same one as the walls.
 

Ace

L3: Member
Feb 15, 2008
112
9
second from bottom
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
that's too high? That's perfect in my opinion. Look at the Valve maps. Most ceilings are pretty darn high, with rafters and lofts full of props to offset the bland look.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I'm with Nineaxis,
That first room makes me claustrophobic looking at the screen, and I'm not even claustrophobic.
The second one has good height, but the doorway thru the top of stairs needs some kindof of trim on top. In fact I'd raise the ceiling for room for it, if you add a trim it will be too short, it already looks kindof like a head knocker.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
Some updated screenshots of the maps progress:

This area:
cp_tone_beta_10002.jpg


Now looks like this:

cp_tone_beta_10000.jpg


I've raised the roof here:

cp_tone_beta_10019.jpg


and here:

cp_tone_beta_10020.jpg


and a few other cosmetic changes, added detail etc:

*please note, some of the textures are not final, im still playing around with what looks good and fits in to the theme of the map etc.

cp_tone_beta_10013.jpg


cp_tone_beta_10015.jpg


cp_tone_beta_10016.jpg


cp_tone_beta_10017.jpg


cp_tone_beta_10018.jpg


cp_tone_beta_10012.jpg


cp_tone_beta_10011.jpg




i've also added a working capture point and spawn room for blue team, as well as doors that open automatically after the setup time.
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Just being nit picky but the wood texture you've used to the walls is a texture commonly used by Valve as a floor texture. For me atleast, it looks.. awkward. I can't help but think "the walls are floors?" But that's just me being picky.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
Just being nit picky but the wood texture you've used to the walls is a texture commonly used by Valve as a floor texture. For me atleast, it looks.. awkward. I can't help but think "the walls are floors?" But that's just me being picky.


*please note, some of the textures are not final, im still playing around with what looks good and fits in to the theme of the map etc.

i know, right now im just using any old texture to get a general idea of what its going to look like, as you probably noticed nearly every building in the map has that texture as its walls lol
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
spent today working on adding a bit of detail to one of the entrances from blue spawn:

cp_tone_beta_10021.jpg


cp_tone_beta_10022.jpg


cp_tone_beta_10024.jpg


cp_tone_beta_10025.jpg


cp_tone_beta_10026.jpg




as usual, comments / suggestions / ideas are welcome :)
 

Ace

L3: Member
Feb 15, 2008
112
9
My point from the last lot of pics is.
If you are going to use those prop rocks don't keep the current floor/cliff textures. The rocks look very very pale up to the floor and cliff and very out of place. Apart from that the buildings look nice although you have again gone for very pale door frames (I'd change these as well to keep it more in style).
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Study the Valve maps. The key to wood buildings is diversity in the wood. If two walls form a inside corner, they should have different wood textures (exception is interiors, of course). See what Valve uses for floors, walls, and ceilings. I copy most of my texturing from the Valve maps, because they have it right. Applying whatever wood texture you feel like from looking at the texture browser won't be helpful for aesthetics.

Be careful about texture repetitions being too obvious.
 

Voztron

L2: Junior Member
Jan 14, 2008
78
1
I assume these are all temporary textures. The rock texture repeats too much and the colours of the map overall are too similar and bland. To Google image searches to see how different objects and materials blend together
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
thanks for the input guys, i know i've over used some of the textures, i just wanted to get some idea of how it could look. :)