WiP in WiP, post your screenshots!

YM

LVL100 YM
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Dec 5, 2007
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Just a word of advice, competitive players generally don't like snow or night skyboxes in maps, and your map has both. Night skyboxes make it very hard to see rocket jumping soldiers or demomen, and seeing that that's a key part of competitive TF2 I'd predict you'll get requests from competitive players to change the skybox. Snow apparently can result in low fps (although I've never experienced it myself), and also makes it hard to distinguish between players for colorblind players.

That's just my two cents. Maybe you'll want to talk to Scorpio or someone else with a lot of competitive mapping experience under their belt.

This is true. I had this feedback for stark when I moved it to competitive testing. snow and dark -> major contrast issues.
 

hutty

aa
Mar 30, 2014
542
445
I haven't posted here in a while, so heres some assorted screenshots of ctf_urbanbrook.
Feedback on how to make things prettier would be appreciated.

IqFCGTu.jpg


Blu's facade from mid.

buQENWy.jpg

Red's Intel "room" (the blimps move btw)

frVS6V1.jpg

blu's spawn room

NCpHYc4.jpg

the area between red's spawn and red's intel

x5X3qax.jpg

blu's intel room

d8sqI0V.jpg

red's facade from mid

jgiu1XH.jpg

right outside red's spawn

057si34.jpg

another view of red's spawn
 
Aug 23, 2008
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rdm.jpg


Another random stuff.

Edit : In game

cp_tba1_a10000.jpg

cp_tba1_a10001.jpg

Is this 5cp or koth? It looks like yukon middle which hasn't seen a ton of competitive play in a while. Interesting to note that the old version of yukon had the control point where you have it in the screenshot, and then moved it up to the bridge from competitive player feedback.

Looks cool otherwise, maybe a bit too small (doorways look very narrow).
 

EArkham

Necromancer
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Aug 14, 2009
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I haven't posted here in a while, so heres some assorted screenshots of ctf_urbanbrook.
...
NCpHYc4.jpg

the area between red's spawn and red's intel

I'm not a big fan of the different coloured vans being all jammed into this one area, but the rest of the map is looking damned nice. Damned nice indeed.
 

Moonrat

nothing left
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Jul 30, 2014
932
585
I've been fuckin round with Underbid, jacked up the lighting brightness and gave a unique texture to every area.

QaDA578.png


JEciOjX.png


XM2jL1P.png
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Just a word of advice, competitive players generally don't like snow or night skyboxes in maps, and your map has both. Night skyboxes make it very hard to see rocket jumping soldiers or demomen, and seeing that that's a key part of competitive TF2 I'd predict you'll get requests from competitive players to change the skybox. Snow apparently can result in low fps (although I've never experienced it myself), and also makes it hard to distinguish between players for colorblind players.

That's just my two cents. Maybe you'll want to talk to Scorpio or someone else with a lot of competitive mapping experience under their belt.

Well I know about these "issues", I have no idea why a snow texture could cause a fps drop, that's just a general belief. Maybe snow maps need more props or such, but I don't see why a change in the texture could cause a huge difference in the FPS.

About the night issue, i'm really aware of it, and i'll work really hard on the lighting to be sure that the map will be readable, I really want to keep the map as simple as possible to avoid overlaoding it with useless details, as I said I aim the competitive audience wich means a really low level of detail, wich is a good challenge for me since I tend to details a lot.

Is this 5cp or koth? It looks like yukon middle which hasn't seen a ton of competitive play in a while. Interesting to note that the old version of yukon had the control point where you have it in the screenshot, and then moved it up to the bridge from competitive player feedback.

Looks cool otherwise, maybe a bit too small (doorways look very narrow).

It's a 5CP map, and yeah I'm a bit scared about that point on the lowest level tbh, but i'm still not sure about how it will play, but I think i'll move it.

About the doorways I tend to overscale a bit my maps, it's a 192*128 door so it's not a bad scale for such chokes, I might open them more if it get too spammy at some point.
 

YM

LVL100 YM
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Dec 5, 2007
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Where's Yukon's point now? I know Mangy moved that around a lot, for a long time it was in the pit and imho that was just fine.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Where's Yukon's point now? I know Mangy moved that around a lot, for a long time it was in the pit and imho that was just fine.

The point is in the middle of the bridge now, and the bridge has been widened to compensate for it.

Also, snow is generally disliked in competitive maps because colorblind players have difficulty identifying blue players against a white background, and weather particles degrade performance.
 

Uncuepa

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Oct 25, 2014
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The point is in the middle of the bridge now, and the bridge has been widened to compensate for it.

Also, snow is generally disliked in competitive maps because colorblind players have difficulty identifying blue players against a white background, and weather particles degrade performance.

I am colourblind. Severely colourblind. Can see shit fine on snow.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I haven't posted here in a while, so heres some assorted screenshots of ctf_urbanbrook.
Feedback on how to make things prettier would be appreciated.

IqFCGTu.jpg


Blu's facade from mid.

buQENWy.jpg

Red's Intel "room" (the blimps move btw)

frVS6V1.jpg

blu's spawn room

NCpHYc4.jpg

the area between red's spawn and red's intel

x5X3qax.jpg

blu's intel room

d8sqI0V.jpg

red's facade from mid

jgiu1XH.jpg

right outside red's spawn

057si34.jpg

another view of red's spawn

I am really impressed with your use of the urban theme. I don't know why but I've always liked that style in tf2.
 

MaccyF

Notoriously Unreliable
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Mar 27, 2015
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I am really impressed with your use of the urban theme. I don't know why but I've always liked that style in tf2.

for me it's because it fits the TF2 setting (timewise) so well, a 60's industrial farm looks fairly similar to a modern one, but compare a 60's city to a modern one and there's a huge difference
 

Idolon

they/them
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Feb 7, 2008
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EArkham

Necromancer
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Aug 14, 2009
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Snow is a problem in comp because:

1) having a very white texture everywhere can contribute to eyestrain for everyone, not just the colourblind (I know I'm making this issue even worse on snowycoast because I've got stretches of unbroken white in some areas lit up by bright spotlights and I'll have to fix that sooner or later).

2) BLU team on white readability is an issue for people with a certain type of colourblindness. I think there was only one or two comp players that this was an issue for and they've since retired, but I could be wrong.

3) the particles kicked up when you walk on snow have a negative impact on FPS... if you're using old hardware. On even remotely modern GPU/CPU it should be trivial or not even noticeable at all.

4) snow weather effects have a much more noticeable impact on FPS. If these are flagged correctly as "weather" by the map maker, players can disable them in options and those become a non-issue.

Otherwise, there's a lot of "falling snow hurts FPS therefore all snow hurts FPS" confusion going on where players parrot misinformation.

There's some legitimate reasons for not going full out snow in comp (eyestrain, colourblind), but there's no reason to kill every patch of snow in a map because of perceived FPS issues. Especially if it's custom snow that's set to "mud" or whatever so that the footstep particles don't get kicked up, or the snow is only in the corners and rooftops of a map.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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I wonder if it's possible to pack in a custom particle for the kicked-up snow that's flagged as weather so people with that disabled don't even have to put up with it.
 

YM

LVL100 YM
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Dec 5, 2007
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You could just change the surfaceprop like I did for snowplow. Though it had 0% impact on my fps. I checked. Player rendering is why snowplow has poor performance. It's literally _just_ player rendering.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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You could just change the surfaceprop like I did for snowplow. Though it had 0% impact on my fps. I checked. Player rendering is why snowplow has poor performance. It's literally _just_ player rendering.

That's also where I see the majority of my FPS impact regardless of the map. Even on the most detailed maps I'm not going under 180 unless I get a teamfight going.
 
Nov 2, 2010
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Attempting to make a new TF2 theme with my non-existent art skills. Every texture in the picture was either made by me or edited from a Valve texture with the exception of the ground, the cliff and the Casali sign.

ab95768cb5.jpg


What do you guys reckon? Can you see a map looking kind of like this?
 

Berry

resident homo
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Dec 27, 2012
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Attempting to make a new TF2 theme with my non-existent art skills. Every texture in the picture was either made by me or edited from a Valve texture with the exception of the ground, the cliff and the Casali sign.

ab95768cb5.jpg


What do you guys reckon? Can you see a map looking kind of like this?

I like it, but what theme is it meant to follow that's not already accomplishable?