Regarding aesthetics

oolibokee

L1: Registered
Jun 17, 2011
25
2
I recently noticed some props in ABS's prop library that are used in degroot keep and I am considering using them in my map. I would appreciate your thoughts on the aesthetics of these decisions.

The map will have a keep or castle in the center as the most prominent feature that uses the stonework textures and props that are seen in degroot keep. There are some walls and turrets around the map that, from the exterior, also have a generally medieval theme (stone walls and tudor buildings.) Inside the keep, however, I plan to use more mainstream TF2 elements like spytech stuff and agricultural textures and props. Kind of like a secret base disguised in an alpine keep.

Will the transition between the two styles be too jarring? Too distracting?

Thanks
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Modern agricultural props have no place in a medieval keep, but spytech does. That's what's so great about spytech - it's supposed to be a stark contrast to the facade of the base, so it fits with anything. Even medieval. If you can make it look like a spytech base disguised as an old medieval keep, it could potentially turn out great.
 

oolibokee

L1: Registered
Jun 17, 2011
25
2
I agree about modern ag props like silos and grain elevators and the like. But the smaller-scale ag stuff like hay bales and barrels could fit, right? I think even degroot itself has some of these.

Thanks for the input. I am encouraged.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
It'll be fine, its all about execution, practice, and experimentation. As muffin said spytech does fit everything, so make a practice map just for detailing and go with what you believe looks the best.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I don't see a problem with using wood textures if that's what you meant by agricultural. Brown is better than white but i see no reason you couldn't have some white painted wood used sparingly.

I suppose the problem you may have running into is the same problem with the egypt theme; which doesn't pull off a real TF2 environment. If the map had featured some spytech towards the end and inside some of the egyption ruins the map would have been aesthetically close to perfect. Learn from egypt's mistakes.
 

oolibokee

L1: Registered
Jun 17, 2011
25
2
^ at first I was trying to pull off a mix between Egypt and spytech, but recently decided to switch to degroot-style keep and spytech.

I think Lakeside shows an excellent blend between egypt and wood/mining structures.

Even if none of my maps see the light of day (a very real possibility), my time spent in this process has really made me appreciate the detail in maps. It adds a whole new level to the game.
 

henke37

aa
Sep 23, 2011
2,075
515
Fun fact: there is some hidden spytech even on Degroot.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
It's hard to use medieval theme sometime since it's more or less a one-hit-wonder. I mean, having one map with a stand-alone gamemode and theme (I.e. degroot,Hydro) I want to say is good and bad since The maps are certainly well-detailed enough that the theme is straight-forward, but not too In your face about it.

I think as long as you stay away from modern signage in medieval theme, you'll be ok since all of the signage in Degroot Keep is gameplay based like signs pointing to A or B. The modern signs like "Red Bread" look stencil like and not painted and sloppy like a medieval kind of feel.