High & Low - Detailing Mini-Contest 2018

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
my form reset 5 maps in, loosing the extensive notes i had taken. beware
 

YOYOYO

47 crashes and counting
aa
Jul 10, 2017
620
556
Geez, this was a fun contest! Now, the main part is over. I need another detailing contest to keep me sane
Same, I wish someone would do one of those art pass contests. Those look fun.
 

Egan

aa
Feb 14, 2010
1,378
1,724
I also made some video feedbacks:
https://www.youtube.com/playlist?list=PLSV0BSbqoMfjVB_BW11mLOPjSSaQYPUm0

Unfortunately (new pc setup) the microphone got a little quiet on some of the videos, and it wasn't recording game audio , but it's all legible (I did re-record a couple that were illegible though). I think combined with other people's feedbacks it is okay though in the end. :cool:
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I found the literal actual nodraw texture behind these displacements in highandlow2018_sentry:
20180722205651_1.jpg
Is this a bug on my end or can other people also see this?
 

Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
I found the literal actual nodraw texture behind these displacements in highandlow2018_sentry:
20180722205651_1.jpg
Is this a bug on my end or can other people also see this?
Nodaraw doesn't work on displacements. If mapper wants to make displacement invisible, there is a texture named literally like that
 

YOYOYO

47 crashes and counting
aa
Jul 10, 2017
620
556
I also made some video feedbacks:
No offense, but your mic is really inconsistent. Its kinda hard to hear you.

Otherwise, good review!
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
Nodaraw doesn't work on displacements. If mapper wants to make displacement invisible, there is a texture named literally like that
or you can just not displace that face, then it wont even Exist
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I finished voting, and submitted feedback with my votes for most maps, including all that were not highly rated. All entries were viewed using Comanglia's Cinema config. I appended my name to all feedback given. If anyone has a question about their feedback, feel free to contact me.

And remember, test your map with sv_pure 2 to make sure all of your custom content is packed! At least two maps had missing content.

highandlow2018_asg_alligator: 4/5
-Cool concept, great execution
-Crack in the floor at the top of the left stairs coming out of spawn
-The watchtower right in front of the observatory windows is missing railing on two sides

highandlow_ido: 5/5
-Cool concept, great execution
-Really like the lighting
-Some props are lit oddly?
-I want an actual map based on this idea

highandlow2018_Heronherald: 1/5
-Brushwork looks really blocky and simplistic
-Some of the skybox building models are too low-detail to be used as close as they are to the playable space
-The elevator to the roof is a cool concept, but the teleportation is noticeable; make it more seamless
-Also the elevator sometimes would start ascending and immediately return to the bottom
-The skybox looks weird from the roof
-Some of the building props have missing roof faces
-The elevator light has nothing attaching it to the elevator
-Each floor is basically the same

highandlow2018_kobolite: 2/5
-Unrotated wood beam/trim textures
-Metal platform holding a rocket supported by wooden beams?
-Wooden beams are quite simplistic
-Underground area looks much cooler
-Map overall feels a bit lacking in detail

highandlow2018_DrSquishy: 3/5
-Skybox seam would be invisible if it weren't for the noticeable lighting differences
-Hidden silo stairway and button-activated trapdoor is very cool!
-Steps are big for TF2's world, except for the first and last steps, which are noticeably smaller than the rest
-Silo walls have noticeable lighting seams
-The stairs look very odd protruding into the lower hallway
-The "models/props_2fort/groundlight001.mdl" props are noticeably sunken into the ceiling; the ceiling oddly protrudes through the light
-The wood textures on the curved table in the hidden trapdoor room would look better if properly rotated to match the curve of the table
-The final trapdoor looks odd

highandlow2018_ssquirrel: 5/5
-Awesome work!
-The dead bodies having flies is an awesome detail
-The humming sound on the lights is a bit too noticeable

highandlow2018_daylight: 1/5
-Detailing ranges from okayish to pretty good
-DOESN'T FIT THE HIGH/LOW THEME!

highandlow2018_aapelikaeki: 4/5
-Looks like a good amount of effort was put in, and it paid off
-Some of the textures don't seem to fit TF2
-Perhaps too much detail? The map feels weird at times

Highandlow2018_dotmd: 4/5
-Cool concept, good execution
-Some of the models (such as the minisubs and the crane) would be better if their textures had actual detail instead of just having solid color textures
-The energy core thingy had weird lighting on the props but was otherwise cool and creative

highandlow2018_simulacron: 5/5
-Looks really good
-3D skybox lines up, seam is hidden well
-The stairs under the clock tower look weird, you chose an odd texture combo there
-Z-fighting, odd prop lighting, and overlapping props in a couple areas (not major)

highandlow2018_itstumbler: 1/5
-Interesting concept, mediocre execution
-Brushwork is simple and noticeably large
-It's just a room with computers scattered?
-Some of the custom assets are cool, but the actual map itself needs more effort

highandlow2018_Sentry: 1/5
-Another interesting concept with mediocre execution
-Visual design is fine outside, but inside is very boring

highandlow2018_puxorb: 5/5
-This map is super well made and super cool
-I love the planes that occasionally fly by and attack the airship

highandlow2018_sympathy: 2/5
-Propwork is cool, displacements are fine, brushwork is meh
-Displacements are extremely oddly warped in some areas
-The elevator is a perfect example of how simplistic and lackluster the brushwork is

highandlow2018_aldoux: 2/5
-Brushwork is simple
-Lighting is weird in some places
-Propwork is cool
-Lookout view from the top really breaks immersion

highandlow2018_divadan: 5/5
-One of the light props used on a couple of the desks is completely white
-Awesome idea, awesome execution, love it

highandlow2018_Yabayabayaba: 3/5
-Not too much to look at, but what there is is decently made
-The fog is a bit jarring
-The bridge could look better

highandlow2018_hqdefault: 4/5
-The cabin looks cool
-The chairlift is fine
-Why does the chairlift only have 3 chairs

highandlow2018_devilsrocksfinalerk: 5/5
-I like the rock pillar aesthetic
-The hidden demon lair is cool

highandlow2018_2FF_PJX: 5/5
-Of all the hidden spytech lair maps so far, this one is, IMO, the most well-done
-Elevator music
-Above ground area is also done well

highandlow2018_defcon: 4/5
-I like the slow elevator reveal
-Very expansive map
-Nothing really stands out as "wow, that's amazing"

highandlow2018_taka: 5/5
-I like the use of dynamic lighting, adds a bit of realism to an otherwise static map
-Too much reflection, some windows were really tough to see through
-The elevator doors are really white

highandlow2018_grubzer: 3/5
-The waterfall looks awesome
-The skybox buildings are very lacking in detail
-Overall map is pretty simple

highandlow2018_anderpan: 5/5
-Awesome job!
-I really want this to be an actual map

highandlow_yoyo: 3/5
-Really looks like you have potential, just keep practicing
-Some textures were improperly rotated (outside wood fence, ibeam001b)
-The truck outside was completely dark, and the ground beneath it had an odd dark strip
-The printer prop resting in the truck bed had the bottom exposed, but there was no bottom
-Brushwork is somewhat simplistic
-Underground area could use a bit more detail

highandlow2018_sierrastorms: 4/5
-Skybox seam is mostly tight, except in one place where there's a noticeable shadow difference
-Doesn't do anything bad or wrong, but doesn't do much great or memorable either
-Spytech area perhaps needs more detail?

highandlow2018_megapiemanphd: 5/5
-Visible nodraw underwater behind the docked boat
-Good job tho

highandlow2018_void_2: 5/5
-This map is fucken awesome
-I was disappointed the portal went nowhere

highandlow2018_zenneth: 5/5
-Really excellent job my dood
-Missing models!!! But there were only a few, it's a minor mistake and didn't detract from the experience. Make sure your assets are properly packed next time!

highandlow2018_hamsterkins_fixed: 1/5
-MISSING TEXTURES EVERYWHERE!
-Some of the textures that aren't missing are very flat and boring, no detail, no wear-and-tear, etc
-Why are the vents blue?
-I like the medic and engineer chatting tho
-The fan in the vent can push you up, without spinning or being on?
-Some of the beam textures are off-center
 
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Freyja

aa
Jul 31, 2009
3,009
5,838
[parsehtml]<link rel="stylesheet" href="/styles/font/CaviarDreams.css?t=1">[/parsehtml]
High & Low Detailing Mini-Contest

Rules and Information | Upload Thread | Voting Post




Results!





1st Place:
s0p0vkq.jpg

Puxorb
With 126 points




2nd Place:
lighthouse3-png.81152

Snow Squirrel
With 121 points




3nd Place:
20180715002136_1-jpg.81525

Anderpan

With 118 points




Full scores:

vRzPgUV.png


ZzhVmOI.png



As per request, Void, Diva Dan and Idolon have elected to withdraw from the contest winnings (and void's would have been disqualified as he broke the size limit).


Prizes:

First place:
$20 USD Steam Gift Card



Finishing Thoughts:

This was a fun contest to watch, It was really exciting to see how people took the theme.

I will be processing all the feedback (there's a lot of it) and putting it into a hopefully decent enough format to read in the next few days as I'm trying to find a less painful way to do it.
 

Freyja

aa
Jul 31, 2009
3,009
5,838
ASG Alligator:
Really like the radial theme of the room, but something's off about the lighting.
Well constructed but you can see most of what the map has to offer in >30 seconds.
Skybox transition is really good, and working it into an existing map worked surprisingly well, a bit plain but not that much wrong with it, although it does feel a bit small.
Creative and good, kinda wish I could explore below but what you have is great.
It's good, don't get me wrong, but it just feels a little... uninspired? I know that this is *your* theme, and I probably love it just as much as you do, but I was expecting more out of this, if that makes any sense. As it stands, it's just the one (good-looking) room, and a skybox that I can't even tell whether or not it was just lifted from Enclosure. It's just not all that exciting, is all I'm trying to say.
This looks fantastic, and you've obviously put a lot of effort into it. The size limit does show at parts of the skybox, and you've forgotten to fix a few small visual issues, but overall it is great
The good: Great technical use of circles. Skybox was also very well done which added to the experience of pl_enclosure. My favourite part would be the windows; each little section made it really unique.

The not so good: I appreciated the the sense of cleanliness in the spytech theme but I felt like the area closest to the windows were too void of any detailing eg lack of props. The spawn point was pretty empty too apart from some nice light_spots.
-gate behind spawn lacks trim
-black hillside beneath cell tower
-guard tower roof texture misaligned
-concrete roof texture seems misplaced, and overused in its section
-nice detail, feels lived in
-outer walkway too empty
All of the ceiling details we too dark for me to make out at all, that might be an issue. Besides that, nice work
Really cool vista of Enclosure, could see this as an SFM map.
It's a nice skybox and a well made spytech ring, but it feels kinda empty and a bit too bland.
A nice overlooking environment from a central control tower. A couple of pointy displacements though and it would've been nice to be able to move around more.
highandlow2018_asg_alligator: 4/5
-Cool concept, great execution
-Crack in the floor at the top of the left stairs coming out of spawn
-The watchtower right in front of the observatory windows is missing railing on two sides

Da Spud Lord
cool idea, cute dinosaurs. Things look a bit off if you examine the skybox too closely. I like the circular room, especially the tangled wires. VERY high up


Idolon:

"
Looks like part of a professional map
Exterior design is fantastic and I appreciate the traditional theme. Interiors are bare and don't showcase the map's strengths very well.
Idolon really captures what makes upward such an interesting map, amazing use of space and crazy good architecture (unsurprising), I was kind of hoping that the top of the structure leaded somewhere more interesting, but its minor compared to the other parts, this map is def the ""poster boy"" of the high and low contest for sure, with obvious ties to both points

theres also like a million other things that I could talk about that are great in this map but im thinking no one really cares as much as I do
Very unique take on the theme! The architecture seems almost steampunk inspired.
Amazing use of highs and lows with the upward theme
Nice use of architecture and lighting. A bit minimalist for my personal tastes; I would have preferred perhaps a little more in the way of detailing. Overall though, very well done.
I love how you've utilised the space, and how the structure feels very much like a place in which people have lived in, and are building upwards further and further. I dislike the fact that, while a lot of the focus seems to be on how the tower looks, outside and inside, you're not actually able to properly see how it looks from the outside in its full state, only small snippets from roofs and windows.
The good: It made me feel small once I looked up when exiting the spawn tunnel. I loved exploring all the winding pathways and multiple ways of working my way up to the top. The part under construction was well done; the beer bottles were a nice touch. Sound executed well too.

The not so good: Much of the detailing inside was left to be desired in some places. While the exterior was good, most of the exploration was in the interior and some places felt pretty empty with not many props and lacked beams etc.
-skybox lacks detail interest, although it is well done
-rooms very empty, and lack a sense of purpose. who used them, for what purpose, what did they leave behind?
-sharp transistion from wood to metal on flat wall, ease transision by placing it on a corner or using trim
-prop repetition noticable due to overall lack of quantity and variety in props
-love geometry and archetecture
Good themes of both high and low, unlike many entries that were either one or the other.
Beautiful shadow work inside the building (stairs, lights, construction beams). The horizon was perfect, the evening fog blends from a masterly detailed eye.
It's really well constructed, (and I like the theme) but every room could use a bit more personality.
I... KEPT... FINDING... STAIRS... GOING... UP... but seriously a great use of vertical space. Would've been in my top 3 if I could vote on it.
highandlow_ido: 5/5
-Cool concept, great execution
-Really like the lighting
-Some props are lit oddly?
-I want an actual map based on this idea

Da Spud Lord
Fog was well done, makes the desert look huge. Favourite part is the top section that's still being built, the idea of them continuing to build upwards made me laugh. Interior isn't super exciting, but the exterior is. Very high up
"

HeronHerald:

While a lot of effort looks like it was put into this, the focus here (the main building) seems rather repetitive and bland.
Somewhat repetitive and lacks polish/attention to detail.
Majority of this map is really dark, cant really see that much, a lot of the prop usage is just off-putting, the colors clash with the surrounding environment. Hl2 sounds are also off-putting in this map. its a bunch of nothing in this skyscraper, just totally empty
Good use of lighting.
Very dark and doesn't feel like tf2. The jump off the building is cool though
Good skybox and use of mood and atmosphere. Couple of lighting issues though, and I would have liked to have seen a little more effort put into the main construction building.
The map itself looks great, and the rain and soundscapes have been done very well. I also like the small things you've added, like the sewer system you can see beneath the area, and the small elevator to raise you to the top of the structure. Your skybox really lets you down though, as even at a glance, you can see lots of glaring issues, at street level and atop the skyscraper. HQdefault's video goes into quite a lot of depth on why it looks wierd
The good: The ground floor was created well and emphasised that it was under construction. I felt high up too. The dark skyline of the skybox from the top of the skyscraper was pretty atmospheric.

The not so good: Some parts of the skybox were a bit poor but this was mainly due to the low res textures. I think the biggest problem with this map is the amount detailing that was required. The amount of floors that had to be detailed caused problems of repetition and generally resulted in under detailing. Therefore it may have been a better idea to have fewer floors accessible. The exterior was also pretty repetitive unfortunately.
-good use of weather
-stair prop feels out of place
-like that you blocked out outhouse
-behind tower feels forgoten
-skybox overscaled/textures overscaled. particuraly in yellowbrick/windows
-like elevator
-some areas too dark
-rooftop feels underutilized
I loved the rain falling down into the sewer, ripples of water a very soothing effect. Exploring the tower felt confined and fake because of the lighting and transition zones. The city's bare detail caught my attention first, and riding up top didn't help to alleviate the dullness. Idea, wonderful. Execution, a lesson to learn from no matter what.
It has a strong atmosphere, but the skybox is really sloppy and basic with windows going inside the ground and it takes the immersion away. Tower is well done but the elevator feels awkward.
Great idea of the vertical space with massive skyscrapers. The elevator was a bit glitchy though, with a floating lamp keeping it lit (but not the rail it was attached to). Nice detail to not even allow me to take fall damage when I jumped off the building, instead killing me instantly, as in real life lol. Lighting could also use some work.
highandlow2018_Heronherald: 1/5
-Brushwork looks really blocky and simplistic
-Some of the skybox building models are too low-detail to be used as close as they are to the playable space
-The elevator to the roof is a cool concept, but the teleportation is noticeable; make it more seamless
-Also the elevator sometimes would start ascending and immediately return to the bottom
-The skybox looks weird from the roof
-Some of the building props have missing roof faces
-The elevator light has nothing attaching it to the elevator
-Each floor is basically the same

Da Spud Lord
Interesting idea, I thought the having half of the main skyscraper as part of the skybox was clever. It does look like a skyscraper under construction, but as a consequence it is very repetitive. Maybe more of the lower floors could have been built/finished? I like how you used the spotlights. Most of the other buildings look a bit odd with low res textures/ loads of tiny windows. The rain dripping into the sewer making little splashes is a cute touch. Very high up

Kobolite:

This looks generally unfinished. The lighting seems a tad too bright, and the outside area closest to the window looks empty (besides the train).
Lacks attention to detail. Kind of boring.
Right off the bat, there's misaligned textures all across the beams, these should be rotated 90 degrees instead of being at the default angle.

The geometry is rather plain in places.

Skybox looks good
Great detailing and ambiance but doesn't really use high/low very well
Solid entry with a good skybox and use of spytech theming. The repeating gaps in the metal texture get pretty annoying, though.
I like the theme you've done a lot, although it is a bit empty at points. One last thing, align your wood textures, please!
The good: I really liked the machinery that was being repaired. The detail there was really nice. The basement was much better in terms of detailing than the building above it.

The not so good: I have to agree with Default's opinion that the wood textures should have been rotated 90 degrees. The spawn area was also a bit basic and could have been better detailed. The basement did feel quite repetitive with just lots of the same machinery. The rectangular room shape didn't help.
-metal wall texture tiles badly
-way too much empety floor space
-cool water
-cool broken computer
-lack of small detail, does not feel used/lived in
Gotta align those wood grains, man. Detailing was a bit off, but the flooded spytech room was pretty neat.
I like the open roof so sunlight enters. I don't like the restricted aesthetic inside the building, it just feels like a secret basement with little contrast of high and low. And the beam lines facing horizontally bugs me to no end.
It has nice colors and it's really clear, but there's not that much to see or attention to detail. The transition to the basement is interesting and it looks clean, but it's maybe too simple.
Stays true to the "hidden base" themes in TF2, but unfortunately there wasn't much to explore or do.
highandlow2018_kobolite: 2/5
-Unrotated wood beam/trim textures
-Metal platform holding a rocket supported by wooden beams?
-Wooden beams are quite simplistic
-Underground area looks much cooler
-Map overall feels a bit lacking in detail

Da Spud Lord
First thing that sticks out to me is unalligned textures on the wood and very obviously repeating textures on the metal sheet walls. I like the little sneaky glimpse of the big factory in the distance. The broken/sparking computers is cute, so are the little water droplet effects. I thought the big red button underground was going to do something but I couldn't notice anything changing so sorry if I missed something. Overall it would be a fun blu spawn room to jump around in. Kinda low down

Snow Squirrel:

This is the first screenshot I've looked at and thought: "This is a map that I wish I could play".
Obviously this map is visually striking but I think it owes a lot of that to the theme being such a departure from tf2's style. This could have been a fantastic entry if it looked like it belonged in tf2.
Really good lighting, water repeats a bit too much, hl2 blood splatters dont look good like the addition of the pirate boat underneath the lighthouse, although idk what actually happened to them? theres a wrench in blood but pirates dont use wrenches, robot hats and revolvers? maybe theyre not pirates? idk,

helicopter pad on top of such a skinny lighthouse is pushing it, sincerely doubt anyone would actually use it and that a sloped roof wouldnt have been used instead

Map kinda looks like that indie game that used source, forget what the name was but it was really rainy and it used a bunch of stuff like this
Extremely pretty! Very good use of custom props.
This map doesn't feel like tf2, but the detailing is really cool
All-around, a fantastic entry. Great use of lighting and environmental effects; it really sets the mood of the piece. Also a big fan of the environmental storytelling on display here. Great work.
This looks absolutely incredible. You've captured the atmosphere of the place perfectly and slotted it into the area. Everything is mesmerisingly pretty, however it doesn't feel like an actual TF2 map, instead it feels like one from another game.
I made this. Remove this score please.
-feels lived in
-nice cave
-good skybox transition
-water very jittery
-like prop/texture cliffs
The atmosphere and visual storytelling is superb. Nice work!
Colorful lighting palette that beautifully captures the high and low idea inside just a small area. Lighthouse used incredible minimalism to focus onto the height of the tower contrasted with the sea below. Feels like what to expect from a TF2 campaign level.
5/5 It's amazing. Only thing that I would have wanted is to let me go underwater instead of getting pushed up.
An amazing looking island with proper thunder sounds and a great feeling scenery. It's in my top 3 on spot 2.
highandlow2018_ssquirrel: 5/5
-Awesome work!
-The dead bodies having flies is an awesome detail
-The humming sound on the lights is a bit too noticeable

Da Spud Lord
Very atmospheric in terms of lighting/fog/sound/weather. The "stories" you have with the grave and skeletons in the cave with their gold were a nice touch too. Doesn't have a super tf2 feel to it, I think mainly due to the lighting on the rocks, but yeah it's pretty. Fairly high up
 
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Freyja

aa
Jul 31, 2009
3,009
5,838
XEnderFaceX:

Mysterious lack of displacements, a 3D skybox & lots of outside detailing.
Lacks an interesting concept. If I didn't know better I would never guess the theme of this contest was high/low by looking at this map.
really flat and plain

Misaligned textures

wonky collisions

no idea whats supposed to be high or low in this map, the map is completely flat!

pretty uninteresting, skybox is super short
Very flat, boring, and doesn't use high/low. A skybox to hint at a larger world would be good too.
A completely-lacking 3D skybox and an unfitting sky texture hamper an otherwise decent entry. The air hockey is a nice touch, though.
Your structures are nice, but a bit empty in general. The map also doesn't really show a theme of 'high and low' from what I could see. The skybox needs a lot of work, as do your building's shapes, just boxes really.
The good: The interiors were good and detail was pretty well done.

The not so good: The exterior let down this map a lot. I kind of see what you did with the grey wood building by mimicking the spawn building on goldrush 1st but it still left a lot to be desired. The high/low theme was quite weak too as there was only a mountainous skybox for the theme. The 3d skybox needs some more detailing/should be bigger.
-way too much empty space (especialy for a detail map)
-like campfire
-outer skybox edge clearly visable
-bar seems like a tack on, poorly detailed, empty, and way to angular.
-spytech building-- this is GOLD. this building on its own, with a wall around it to block the skybox would have gotten a 4. interesting and well detailed. feels used
I can't say I get where high and low fit into this. Also, the skybox is really weird, and the exterior detailing is pretty simple. Atmosphere's not bad though.
Very inspiring use of contrasting model colors. The open range of two industrial buildings shared both a commercial and casual side to them, an exposition of hard workers with a fun human side to them. I give this a 1 because I feel this has nothing to do with high and low.
The inside of the buildings actually look nice, but the buildings are generally too blocky and not that detailed. It's flat and doesn't feel that High and Low, even with the mountain skybox. It feels like there's a lot missing.
Looks a little bland and doesn't really use the whole "High and low" options of this contest. The fencing around the map is obviously there to border off the 2048x2048 area and feels a forced, and the skybox around the map feels hastily put together. Props though for the use of nice soundscapes and lighting.
highandlow2018_daylight: 1/5
-Detailing ranges from okayish to pretty good
-DOESN'T FIT THE HIGH/LOW THEME!

Da Spud Lord
I'm sure I've seen this somewhere before but I can't think where, maybe I'm just going crazy. There are some cute details dotted around, like the fire pit, icehockey table, and axe in the van, but I don't see how it fits the high/low theme. Unless the high part is that you can climb up to the roof? but that's still not particularly high. Buildings are on the square/blocky side, but nicely textured, and the skybox could be a bit more interesting, with some big features like cliffs or a canyon or something. Not very high or low

Aapelikaeki:

I really like the clean, modern feel that this map has. The only thing holding it back is that it simply doesn't impress as much as a certain other island-themed map.
Has some interesting ideas but they aren't executed very well. The color pallet is way too saturated for tf2.
These textures are hyper realistic and the colors clash so bad, theyre all so deeply hued its bizarre

none of the prop placement makes sense, idk where I am, theres computers and sawblades, and big splatters of blood and radio towers, fans, grain silos????, a road going directly into the lake, fans that dont match color

the lighting is nice I guess, but its ruined by the surrounding colors that make it all janky and awkward
The decorations don't look very well refined, but the areas were rather uniquely laid out.
This map feels half tf2. High/low is used well though.
Overall a fair entry. Maybe a little cluttered, and a little pink, and with more than a few questionable prop decisions... but I dunno, it just works for me.
This map is quite pretty, although doesn't fit the TF2 style brilliantly. I know you were going for a mirror's edge type feel, and I like this, but the contest rules do say 'Only TF2 styled entries'. The inside looks very nice for the most part, although some areas like the one with the train do look a bit odd.
The good: The inside of the building was pretty good. I reminded me a bit of the star was scene where Luke jumps down that huge hole thing. I generally liked all the corridors with the terminals etc. The height was pretty good here.

The not so good: Some of the model placement felt a bit random. For example the outside looked like props had just been placed for the sake of not having it look empty. I was also a bit confused by the textures. The whole time on the map I was trying to figure out what the brown and blue semi reflective textures were; was it tarp? idk. The overlying commentary I'm trying to get at here is while detailing was mainly good, I didn't feel like I was in TF2...
-non tf2 textures
-feels pastel, very un tf2
-most areas overdetailed, with detail just coating the walls, with empty floor
-office is detailed very well
-impressive (though out of place) geomety style
-reminds me fo upscale office buildings
-props and art style inconsistant
-sparkling interior roof?
-extensive detail i could only see with noclip
-areas of prop spam (train room and spawn courtyard very bad)
Conclusion: sections of good detail are unconnected, with no total theme or art style, made more confusing by non tf2 textures
Kinda cluttered and odd, but I love the zaniness that you've got going here.
A cherry lipstick horizon sits on my eyes like an over saturated canvas. The interior's soft blue light was a more inspiring aesthetic to me. A creative set using spytech inside what appears to me to be a ship. And although highly detailed, I feel it was its own crowded bane losing a beauty of minimalism to focus attention.
This is my entry, don't count my vote!
Interesting use of bright colors, although the red fog looks really misplaced. Lighting overall looks good though, and the soundscapes also work well.
highandlow2018_aapelikaeki: 4/5
-Looks like a good amount of effort was put in, and it paid off
-Some of the textures don't seem to fit TF2
-Perhaps too much detail? The map feels weird at times

Da Spud Lord
some BOLD choices here in colours and designs and I respect that. The big wall of lights and scifi buttons is my favourite part. Gets a bit prop heavy in some areas, like near spawn and around the train. That whole train section confused me, I couldn't tell if it was meant to be rundown/unused or not, I think partly down to the blue concrete floor texture not being what I would expect for train tracks. I did understand the 'crashing through the wall, sliding down the ramp, and breaking the railing' bit though, that was cool. I wanted to explore more of the building, which I guess is a good thing. Pretty high up

DotMD:

While the indoor sections of this map could've used a bit more detail, and the outer sections don't feel expansive enough, this has my props for one of the most creative themes on this contest.
Ambitious theme but fails to execute it very well.
Missing cubemaps which sucks bc a lot of the textures in this map are reflective

elevator is kinda cool since it physically locks you since the game always does that for a few seconds now

moving bits are weird, dont look detailed enough to look good

I think the map would look a lot better without the moving hats in the background

kinda bland
I like the idea of an aquatic scene, but everything felt too sharp and cartoony.
The nautical base setting is amazing and unique. But this map had missing cubemaps which destroyed it for me. Would've been an easy 5 if not for that.
I won't mark you off for not building cubemaps (since it crashed when I tried to do it) but it's usually not very difficult to do and it adds a lot to a map with a lot of reflective surfaces, like this one. That said, I'm a fan of this theme, and, by extension, this entry. The elevator entrance is particularly inspired, although I would have liked to see more interior detailing.
I really like this entry! It's full of adorable little features like the fish and submarines, and the entire area in the skybox looks very nice in general. I like your use of asteroid textures for the structure, and your creative use of props at parts. However, the geometry seems quite basic at times, so looks a little odd.
The good: The sense of being in the murky depths of the sea was executed brilliantly here. The colour choice of the fog etc was great. I loved the clever use of hats as the fish; the use of funky lighting colours also made it more visually appealing.

The not so good: The interior was a bit disappointing. Some of the brushwork is a bit basic and the bland white lighting was a bit poor. However, the lighting in the tunnel was done well. Perhaps add some more varied lighting inside next time.
-cool elevator
-missing cubemaps
-FISH!!
-strange coral clips itself
-strange combenation of props
-cool sub
-most of interior very empty
-cool geometry
-obvious skybox seam
-does not feel used or lived in
A little bit low on detail, but the overall design and idea is fantasic. Using the fish cosmetics as actual fish is genius
This base gives off a gigantic fishbowl vibe to me because of the odd colors. Extremely clever use of CoD fish AI and hats from the game. A very creative take on high & low, high being the top of the sea and low being our seabed base. Thunder rumbles in the distance somehow.
Amazing atmosphere, but I wish there was more detail inside the buildings.
Nice theme, and would've scored higher if it wasn't for the fact that cubemaps were completely and utterly shagged. The multiple pillars in this map also end abruptly as there is no sea floor to speak of.
Highandlow2018_dotmd: 4/5
-Cool concept, good execution
-Some of the models (such as the minisubs and the crane) would be better if their textures had actual detail instead of just having solid color textures
-The energy core thingy had weird lighting on the props but was otherwise cool and creative

Da Spud Lord
I made this

Simulacron:

Some unfortunate prop placements on the downward walkway as well as a general lack of detail on the bottom cliff face hinder what could've been a perfect score.
Gives off a nice overall impression but starts to fall apart the longer you look at it.
decent use of the frontline assets

lighting is a bit pukish in houses

totally feels like a real place but tbh it doesnt really go anywhere with frontline
Very ambient and unique feeling out of all the maps.
Good use of Frontline assets. Overall lighting is nice, the map blends well into the 3D skybox. I would have liked a little more of the interiors, but that's more of a personal preference than anything.
This little village looks very nice, and generally feels very colourful, and you've caught the feeling of it possibly being in the TF2 universe while also being a place in which people have lived within.
The good: I had a sense of tranquility despite it clearly being war time. This was thanks to the well crafted buildings and model placement. The cafe was a cool area. I also liked the beach.

The not so good: The cliffs could have been a bit better. Perhaps less flat. I was unsure about the use of tree leaves as bushes; to me, its clearly just a tree placed half way in to the ground.
-cliffs feel angular
-beach cool, but why the underwater cliff?
feels like a community
-walls feel very angular
-good skybox transition
An absolute European treat. Everything in this peaceful town conveys a glance of a story from the interior bar and home, to the adventurer who merrily trekked to the cliff below. However, I feel a contrast lacking in the 'high' despite the cliff. My attention studies below without any notice to what lies above.
I really like this for some reason. It's clean and looks nice.
A nice coastal scene with nice real-time reflecting water and nice overall atmosphere. Would've been nice to be able to explore more though.
highandlow2018_simulacron: 5/5
-Looks really good
-3D skybox lines up, seam is hidden well
-The stairs under the clock tower look weird, you chose an odd texture combo there
-Z-fighting, odd prop lighting, and overlapping props in a couple areas (not major)

Da Spud Lord
Very cute little roadside town, made me feel European. It all feels natural and believable and has a nice colour scheme. The sea is pretty empty though. Kinda high up
 
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Freyja

aa
Jul 31, 2009
3,009
5,838
ITStumbler:

The last thing I want to see in a detail contest is a bunch of repeating props in a basic-looking room.
This entry is a square room full of props.
this map is basically one big room

theres a factory underneath for robots for some reason

lot of the space isnt used well, feels empty

prop spam

glowing dots on the map are a bit much im feeling

the computer terminal is so grainy and blurry it makes my eyes hurt, the 1's and 0's dont add anything either. theres ground metal textures with grippings designed for usage, yet they're on a vertical plane on the computer. They shouldnt be used at all for the computer since its not meant to be stepped on.
The most bizarre keyboard ive ever seen in front of the computer.. theres like 80-100 keys all laid out in 4's with one really big one above it and the colors dont match between them
This map had weird textures and lighting, but in interesting theme. Made me wish I could explore the lower floor.
I'm not gonna lie, I'm a little disappointed in this one. It's a neat concept but the execution just sort of falls flat. 'Flat' is a good way to describe a lot of this, to be honest; the lighting is flat, the textures are flat, the detailing is flat, the 3D skybox is flat. And it's a shame, because there are a lot of cool details in this, like the map and the conveyor belt.
This map has quite basic shapes within it, but does definitely feel at home in the TF2 universe. It has quite a lot of nice little details which I like a lot about it.
The good: The map with the animated thingies was pretty cool. I thought the robot conveyor belt with the subs were a cool theme. The way you made it look windy outside the windows helped create a stormy atmosphere.

The not so good: Unfortunately, I agree with what you said about detailing the whole 2048x2048. There's lots of repetition of terminals and machinery which got pretty boring. The grate texture was also used too much. I think if this area was smaller, it would have been much better. While there was some lighting difference on the walls, the lighting overall was pretty flat. Some different coloured lighting/darker areas may have created a better atmosphere inside.
-lots of empty floor space
-no interesting buildings or geometry
-prop spam
-over use of several spytech props
-cool factory line
-cool ceiling detail
-endless water skybox boring, pull in the fog to hide some of it
-wind effects cool
-not much else to look at
Good spytech, but not enough low or high. There are a few nice touches, though
I liked the thought that went behind this, a grand scale attack high above the earth from the lows of a seaside base. However I may be over thinking this because at first nothing really shines the contest's contrast besides the box of the room I'm in. I didn't even realize there was something faint underneath the hazy metal grate. It makes me wish there was something more.
It's really simple and bland, but the colors on the monitors made it more interesting. Also the robot production line could have used some more detail.
Don't put down red buttons that I'm eager to push and then not have them do anything. Nice idea though of an army base within the Grey Mann facilities with lots of robots and submarines.
highandlow2018_itstumbler: 1/5
-Interesting concept, mediocre execution
-Brushwork is simple and noticeably large
-It's just a room with computers scattered?
-Some of the custom assets are cool, but the actual map itself needs more effort

Da Spud Lord
Main room is quite repetitive other than different labels on the computers. I wish there was a way to walk down to the conveyor belt and explore that area down there. Ceiling is cool with all the overlapping pipes/vents. There's some interesting custom (I assume) things here like the monitor displays, cables leading to the big monitor, but there isn't much going on in the map overall. Kinda low

Sentry:

I know Egyptian themed maps can be hard to detail, but I feel like this map is a tad too uncreative.
Poor execution of an uninteresting concept.
Some of the parts inside are too dark, and the leadup to the sarcophagus is underwhelming

theres some texture misalignment on top of the structure

not that much going on in terms of color, loads of yellow

used nodraw on a lot disp faces im finding, and some of the disps dont actually reach the ground all the way

I feel like the cliff wall thats behind where you spawn is rather plain, the texture repeats too much and theres no variance in height either
Doesn't show much use of high/low.
Displacement work is a little lackluster and some of the interior lighting is a little spotty, but overall, a nice, simple entry.
This map has no soundscapes (or didn't the last time I checked). It feels very empty, and doesn't convey the theme very well at all. There's just nothing really going on in this one.
The good: The trim finish on the top of the building was well made (I can't remember what these are called).

The not so good: Just felt a bit basic overall.The cliffs need more work as they looked unnaturally flat.
-cool geometry and archetecture, but lack of detail props. no interesting scenes, no signs of life. the building is cool, but there is nothing terribly interesting to look at.
there is only one prop i would consider detail, the tent. try adding small scenes about who worked here, who lived here. Who is camping, where is the rest of their stuff, what were they doing?
The simple cliff to ground level didn't set much of a creative tone of high/low to me. Seeing the egypt theme again was really cool, the warm lighting inside the temple was really hot. The lack of much interesting vertical contrast building up to the pharaoh room makes me wish it were a more grand building to discover, especially because of the pitch dark pillars.
It's well made, but the area itself is not that interesting.
Good lighting but not much to do around this map.
highandlow2018_Sentry: 1/5
-Another interesting concept with mediocre execution
-Visual design is fine outside, but inside is very boring

Da Spud Lord
spawning at the bottom of the ladder is cute, made me smile. The exterior of the temple is alright, I like how it's embedded in the rocks at the sides, but the interior is a little underwhelming. Would be nice if there were more rooms to explore. Kinda low down

Puxorb:

I was originally gonna give this a 4, as there were some repeating patterns on the ship. But then I saw the other one in the bottom-left corner, and I couldn't resist.
Strong execution of a highly ambitious concept. Interiors are somewhat repetitive.
interesting idea

feels like a real enough space

bit tight, was kind of looking forward to running around on top of the deck

good use of props, great skybox

the bombs dropping are cool!

got pretty creative with a lot of props, great work!
Fantastic unique set-piece. The particles and planes in the sky really sold it to me.
Simply put, fantastic. Great use of Frontline assets, some nice custom animation. Only criticism I could even come up with is perhaps an over-dependence on metal shutter textures.
I love this entry! It's so unique, and looks fantastic. You've pulled off the setting brilliantly, and I really like the events you've included into the map, such as the flak exploding nearby and the bombs dropping.
The good: This is probably my favourite entry. The attention to detail was consistent everywhere. Each room's choice of props etc was spot on! I felt high up too. The use of window props on each side was a great addition. Loved the little little battle sequence too and the bomb drop event. Overall very atmospheric.

The not so good: To be honest, I'm struggling to think of much. One thing I can say is that the lighting in some areas did feel a tad flat and white. However we are up in the sky. The yellow flammable overlays also felt a bit out of place. They were remarkably yellow compared to most other stuff and I felt they didn't fit in well with everything else.
-backpack missing texture
-love the shots and planes
-feels lived in, like its in active use
-several unused conrners of empty space on upper deck
-totaly awesome
It fucking blew me away, everything about this
The exterior steals the show, however I want to note the incredible love and attention brought to the inside helm that makes the outside star possible to shine. Everything exists with a purpose and tells a story of its own. Small details like separate fog controllers for each zone, interactive buttons to bomb the world below, attacking cruise planes, all of it. It shows that this can be the grand winner.
The inside felt a bit cramped at first but the flying planes made this entry really memorable. Great job
Great idea of the whole warships theme with the base being under attack multiple times and really nice I could go around almost anywhere. It's in my top 3 on the 3rd spot.
highandlow2018_puxorb: 5/5
-This map is super well made and super cool
-I love the planes that occasionally fly by and attack the airship

Da Spud Lord
Possibly my favourite entry, so much going on and very creative idea. Some areas felt cramped, but I supposed space would be tight on an airship anyway. Lots of nice details like hatches above ladders leading down to the guns, even though it would be hard to notice without noclip. I also just found out you can press the button to drop the bombs, I love it. VERY high up

Sympathy:

Pardon my lack of sympathy, Sympathy, but the displacements in the cave look too vertical (which I suppose was done in an effort to make the chasm look menacing? but it just looks unnatural), and besides the broken bridge, there's nothing much here to look at.
Lacks attention to detail. Not a very interesting concept.
disps are warped above, really long tunnels with nothing in them
Great use of high/low, but the tunnels leading up looked very samey.
I'm a big fan of the concept behind this entry. The displacements could use work; the textures are a bit melted-looking and the actual brushwork is too smooth and unnatural to really sell itself as a mine. Overall though, color me interested.
Quite basic, the caves feel mainly empty, just tunnels of rock aside from one or two parts. The outside area is nice, and the elevator is cool, but your displacements need lots of work overall
The good: I felt low down. The detailing in the tunnels was good in some parts. The bridge jump was also pretty cool.

The not so good: The displacements felt too flat in the tunnels and too 'spiky' in the vertical shaft. The bridge was also a bit too basic and could have done with more detailing in the broken bits.
- texture StrEEAATttchhhh on cave walls
-no clouds :(
-glowing casters quarterly
-texture seames in cave visable, realign pls
-love the lift
-external yard has much flat open space with no bushes or details
-love the pickaxe box
-mine feels used, good lighting and prop placement
A bit sparely detailed, and some of the displacements are really off, but the lighting is good and so is the surface part
I liked the story of having fell down this cave and reaching the top. The mining lights had a warm glow that aided a dusty and lonely feel of being trapped below the surface. Some ground looked very distorted which takes away from an otherwise cleanly simple and well made entry.
It's not that interesting, but running up the mine felt surprisingly fun. The bendy textures made it a bit bizarre looking at times.
Lots and lots of climbing. Could've made the wall materials line up more, lots of texture seams all around.
highandlow2018_sympathy: 2/5
-Propwork is cool, displacements are fine, brushwork is meh
-Displacements are extremely oddly warped in some areas
-The elevator is a perfect example of how simplistic and lackluster the brushwork is

Da Spud Lord
Hope I wasn't in the minecart when it crashed! some of the displacements look a little off, with textures stretched awkwardly, but for the most part they're ok. Surface level is alright, I think that part is more interesting than the cave tunnels. Overall it definitely fits the theme of a low tf2 map, it's just not the most exciting to explore. Quite low
 

Freyja

aa
Jul 31, 2009
3,009
5,838
Aldoux:

While the cliff faces on the right could've used some work, I'm a sucker for good waterfalls.
Somewhat interesting theme choice but execution is poor.
missing cubemaps

props are too dark in some areas and too bright in others

textures are misaligned
I love everything gigantic and over-the-top. And that waterfall basin does the trick!
Very dark, the trainsition from high to low is jarring. But the Saxton rug made me chuckle.
I have to say I'm a little disappointed in this map. The individual areas are decent, sure, but there's little cohesive vision to it, and each part of the screen flits between over-detail and under-detail in an unappetizing way. Also building cubemaps isn't hard and adds a lot to a map, for future reference.
The skybox is a glorified box, the waterfall is very loud, the shadows aren't very good and your cliffs look very ugly due to your use of the blend. The little hut is quite nice, and I like the general idea of the waterfall cave, although it can definitely improve
The good: The spawn point was created well and the lighting there too helped. The skylight was a nice addition and helped create the jungle atmosphere. The little river in the valley was one of my favourite bits but sadly was not very visible.

The not so good: The low area lowered the consistency of quality that was on the high ground. The rocks looked really well lit but the ground looked really dark and the contrast didn't look real. The massive cliffs had a poor application of the grass alpha layer again lowering the aesthetic. Overall, the top was good and the bottom was disappointing.
-missing cubemaps :(
-rocks at waterfall base out of place
-could have disguised teleport button more cleverly
-cool skybox, but edges are clearly visable
-river and house well detailed
-bench area feels lacking
-waterfall awesome
The vista was really cool, waterfalls always tend to give that effect. The light extrusions intrigued me the most because of the light spot's size. Once teleported to ground level and out of the shack, the ground looked like a burnt crater because of the harsh shadow outline made by the surroundings. Nevertheless, the high was beautiful yet the low had more to be desired.
The first impression was really good, but there's nothing there when you go down. The carpet and pootis were nice
The teleporting feels very janky. It's boom, teleported. Other than that there's not much to do, though the soundscape sounds great with the waterfalls around you.
highandlow2018_aldoux: 2/5
-Brushwork is simple
-Lighting is weird in some places
-Propwork is cool
-Lookout view from the top really breaks immersion

Da Spud Lord
I like the first area with all the plants with a nice view overlooking all the waterfalls, although it is kinda squarish. Might have been better if you didn't try to fill the entire size limit and made them a more natural curved shape. I don't really understand the lift/teleporter. It's made to look like a lift, but the top one is embedded in rock and the bottom one obviously isn't connected to anything above it. But anyway, the jungle hut is cute, the interior in particular is very cosy. I wonder if you could fit another hut/building in just to give something extra to explore. I like how to make the river from all those rocks. Very high up and low down. pootis

DivaDan:

I really like the humorous aspect of this map, but it would've worked better if the surface lava appeared to flow into the 3D skybox. Also, is that a tree at the bottom?
Very Creative, and many details that sometimes go overlooked are really funny.
Great concept. Skybox and exterior design of the building could be improved. Love the lighting in the lounge area.
Missing cubemaps which really sucks since theres so many reflective textures

I remember reading the tf comics about hell and I was wondering how long it would take for someone to replicate it.

Really faithful to the comics, a lot of detail in every room, the mapper put a lot of time and energy in selling that its the underworlds law office

some of the props appear too bright

im really hoping he does compile cubemaps and pack this map, because this is a gorgeous-looking environment
The inspiration from the comic is very unique. But this map had a cubemap problem and the lava texture burns my eyes.
Most excellent. You've really captured the spirit of the scene from the comics. I'm a big fan of the elevator, in particular. Not much else to say. Really strong piece of work. Good job.
This is such a cool entry! I really like the office block itself, and the elevator is super smooth. The fact you got the idea for the office from a comic, then built on it so much is neat, and you've made it look fantastic. However, I dislike how the skybox's bounds can be seen very easily from the map, it looks quite wierd seeing the edge there.
The good: Consistently well detailed interior. Felt like a proper office environment. The custom pictures were a nice touch. The use of rich orange lighting cast through the blind made the library area really atmospheric. That was my favourite part. The soundscape transition was pretty good too.

The not so good: The exterior wasn't as good as the interior. The buildings just looked like two cuboids. Perhaps more could have been done to make each side of the building look less flat and look more appealing to look at. The skybox also ended abruptly in some places.
-missing cubemaps (but on on elevator doors?)
-cool painting
-well detailed scenes
-bird
-skybox edge clearly visable, hide using fog maybe?
-nice sounds
This was a fantastic idea
I like the plunged office building like it had sunk to hell from the overworld. I like the details all over the building, I even learned some things. (you can use bounding box collision on the fridge to retain bullet marks by the way).
However, unless I force the idea into my head, I simply do not experience a definitive contrast of high and low and must personally judge as average. A 5 star environment fit for SFM, a generous 3 by the contest theme.
It feels interesting and the little easter eggs were amazing. The elevator was well made. Interesting/5
I wanna know how you made the real-time reflecting elevator doors. AFAIK Source doesn't like real-time reflecting stuff on vertical surfaces and you made it work somehow. The theme is also interesting, but that was the most interesting thing about the map though really. Also a shame the cubemaps borked out.
highandlow2018_divadan: 5/5
-One of the light props used on a couple of the desks is completely white
-Awesome idea, awesome execution, love it

Da Spud Lord
This was a good idea for a low theme. Loads of cute little details and jokes, the voodoo doll medic was my favourite. Every part of the office feels realistic (well realistic for a hell office) and makes sense (apart from not having steps up to the main door so you need to walk all the way from the carpark, past the front door and over to the ramp to get in without jumping!!) The building has a nice shape, all the posters are a nice touch, and the wooden trim half way up the walls is nice too. I think you could have added more to the skybox though, feels a bit empty atm. VERY low down

Yabayabaya:

This is definitely one of the best shots in the contest, and this misty mountain setting has been pulled off well.
Decent concept, poorly executed. Why did you make it so yellow?? Wooden structure is pretty well done.
The map is really yellow, super saturated.

The displacement work is a bit rough around the edges, the alpha textures are all over the place

fog is way too high to see anything
The displacements and texturing on the mountains could use some work, but I liked the wooden eves in the other side and the overall scaling.
Cool (get it?)
The idea is good, and a lot of the little details are great; the log jam, the random cloth blowing in the wind, etc., but it just feels really hampered by unnecessary fog and a bad choice in environment lighting. You could do better. I believe in you.
This is very yellow. I like things like the train at the bottom of the river, and the shack beside the cliff although your blending with the cliff's textures doesn't look very good imo.
The good: The curved bridge was unique. Have not seen that before in maps. The wood structure was also well made and looked like it belonged in this map perfectly.

The not so good: The fog was too white and the skybox mountains were really basic. Again this is a problem with displacements as your brushwork was good but the alpha painting on the cliffs wasn't great. The sheer 'patchiness' of the alpha didn't look right. However, the biggest problem I have with this map is that I didn't even think the cliffs were snow. It's so yellow I thought it must be some custom yellow texture... if the lighting was less yellow, it would be much nicer.
Only problem is the snow. It doesn't seem to be gathering on the bridge, and it looks weird on the mountain. Other than that, nice scenery
Very beautiful river below that perks my interest in the environment. With such a majestic view, the horizon looks boring drained of any color by the fog. As such, most of the focus strains on the mountain to carry the artistic composition. I also grow tired of the mono colored amber across the whole world. This world has many of the right values to impress, I think with careful consideration to especially another light hue, this could have been a 5. Details bring work to that next level.
It looks good. And surreal. I like it.
A great idea that could have some better execution. The lighting is very bright, some soundscapes of cliff winds don't actually start until I'm not on the cliff anymore, and the bridge could use some more love in terms of brush work and texturing. A great use of vertical scale though.
highandlow2018_Yabayabayaba: 3/5
-Not too much to look at, but what there is is decently made
-The fog is a bit jarring
-The bridge could look better

Da Spud Lord
I like the idea of a train going over a huge curved bridge (and falling off oh no!). I think the fog is too thick so it's hard to pick out some things, like the rope bridge. I think it would be improved if there wasn't much fog at all, and you changed the cliffs into some more interesting/varied terrain. River is cool, I like how it looks like it's actually flowing between the mountains eroding them rather than just being a river between two cliffs, if that makes sense. The big mountains in the background are too pointy and don't look realistic and the lighting is unusually yellow. very high up

HQDefault:

The brushwork on the seat conveyor (or whatever it's called) as well as the seats could definitely have used some work, but that cabin looks great.
Totally unbiased voting
Skybox does a great job of conveying scale but the mountains look like they belong in a fantasy game. Design of the building could have been more interesting.
Lighting is a bit bright on the snow, maybe if it were evening or dusk or sometime with less light might work better. you could make a cozier theme too inside the house with warm orange lights to contrast the dark cold exterior.

Skybox transition is great! Great use of rock props, looks excellent

the chairs in the main room look off, some are really fancy and the others are more modern looking

think maybe you could get away with making the actual house bigger, more ledge space and stuff
I never imagined a ski lodge would look good in TF2, but here we are. I really love the 3D skybox and the brushwork on the exterior of the lodge.
Slight cubemap problem, but it didn't ruin it for me. The map still looks really nice and the ski lift is unique.
It's the little things that elevate this map (no pun intended). From the seamless blend between map space and 3D skybox, to the perfect amount of detail props sprinkled to and fro, to the beautiful use of lighting and color. Just really good, all-around.
Your skybox is absolutely fantastic! You've executed it really well and despite the size limit, you've still ended up with a breathtaking view. Your ski-lift is also very nice, as is the cabin atop the area, although I personally find that the stone texture you've used looks a bit odd.
The good: Skybox is excellent. Height difference in it is great. One of the best snowy skyboxes I've seen. The cable car machine was also pretty unique and the high theme is clear here.

The not so good: The interior of the lodge could have been better. I do concede that that props specifically for ski lodges don't really exist but it just doesn't feel enough like a ski lodge inside. As for your comment on it not feeling 'cold enough', I agree. Colour correction would have been useful for adding more of a blue tinge to the level and make the atmosphere feel more cold.
-scenes full of life
-the rope in the lift should have some slack in it
-awesome senic skybox
-missing cubemaps
Has an impressive skyline that was an appreciated view. Truly captures watching down from a summit peak, basking in the clouds swirling the mountains and the verdant forest below. I would have liked the snow by the fence to have some more detail to feel less like a cut off, and inside the ski house the rock wall just looks plain by itself.
It looks good. Just a bit bland but still good.
A nice cottage overlooking the cliffside. Unfortunately that's all there really is to it as there's not much more to do. Also, the cubemaps were borked. Purple and black checkerboards everywhere.
highandlow2018_hqdefault: 4/5
-The cabin looks cool
-The chairlift is fine
-Why does the chairlift only have 3 chairs

Da Spud Lord
I love the skybox, how you made the mountains, the fog, the trees, it's great. I thought the whole ski lift was a custom prop at first but it actually a creative use of props/brushes so good job on that. The cabin is fairly cosy, but softer lighting might have made it even cosier. I like the textures for the cabin, but I think the cobblestones are so big that the wall itself should be thicker, it looks a bit strange around the window frames where you can see really thin walls made out of big stones. Makes me want to go skiing again. Very high up.
 

Freyja

aa
Jul 31, 2009
3,009
5,838
Erk:

The brushwork on the rock formations of the island is definitely interesting, if not a bit repetitive. The small details (like the rope tied to the shrub) bring this from a 3 to a 4.
Unique theme but skybox transitions are egregious. I almost think this entry would have been stronger if it was just the underground area.
I made this
The terrain is very beautifully done! It really reminds me of a hike I went on, with the geometrical spires and the slate grey rock. The water looks nice too.
This map has great highs and lows, a spooky jumpscare, and a unique theme that fits with tf2 well. The only thing holding it back is the gaps between the playable area and the skybox being really obvious.
Terrific. Just terrific. Big fan of the Giant's Causeway and a big fan of this. Great use of lighting, especially in the temple bits. If I had any one complaint, it would be that the map doesn't quite blend into the 3D skybox. But what can you do, really.
This entry is one of my favourites. There are a few issues with it, all of them in the outside area, such as there appearing to be no ground within the skybox, and some quite obvious skybox transitions, however the rocks look fantastic, as does the rest of the level and it easily draws your eyes away from most of the issues as they are quite small for the most part. The underground section looks breathtaking, as does the underworld beneath, in which you've made great use of the soundscapes. It wasn't too obvious that the well was there though, as it seems quite out of the way, with only a single entrance off to the side.
The good: The overall look of this map is very unique. The combination of the relatively new tree models and the rocks makes this map similar to no map I've seen before. The choice of water also helps create the refreshing and unique appearance. Loved the demonic deer thing! The sound there was also great.

The not so good: The transition from map to skybox with a bit abrupt which could have been solved by lowering the ground displacement provided the fog was thick enough? I also didn't see the cave initially and thought to my self: "It's good but is that it?". But once I found the cave it was better!
-skybox water has no bottom
-nice wood shack, but fireplace is too boxy
-slight skybox seam
-shadows make skybox edge very visable
-cool shrooms
-spooky cave lighting great
-only 1 tree prop
Brilliant!
Perhaps the rocks may be realistic to some area, they distract me for what should be such a tiny detail. Forgoing the irk, I forget about any contrast between high and low when traveling to the moose god's cave. The mountain focuses on the cliff with a large ocean beneath it all, and the cave made me forget what I was even judging for. I loved the lighting, I just wasn't intrigued into what was built, but I still want to give a high rating for the effort, creativity, and what I may be overlooking between the low cave and the high cliff.
It's well made. It's calm and suddenly demonic. There are some small weird details but I still like it.
Fantastic looking water scenery (bless the real-time reflecting water gods) that unfortunately made the border between playable space and skybox a little too obvious.
highandlow2018_devilsrocksfinalerk: 5/5
-I like the rock pillar aesthetic
-The hidden demon lair is cool

Da Spud Lord
The adventure of going down into the caves was a fun idea, was the deer head hanging in the shack the same evil deer god??? Awkward lighting/seams along the border to the skybox. Few odd things in the skybox like a floating tree and the giant grass. I liked the terrain and hexagonal rock formations, I wanted to explore the rest of the island. I wonder if the shack could have been made a bit bigger/have more to it?
Lighting underground, including the glowy mushrooms is nice. Good use of sound. More cute details like the skeletons stuck in gravel (although typing that doesn't sound very cute). very low down

2FF PJX:

I...really don't understand this screenshot. That being said, both areas look like they belong in a real TF2 map, so you've definitely done a good job detailing.
Spytech is well executed, barn facade and surrounding area could be better. Doesn't utilize the high/low theme very well.
Lighting is kind of bright on the outside

Brushwork looks good on the outside and the inside

theres a chimney that doesnt go anywhere that has smoke coming out of it

windows are missing for the interior parts, and dev textures are visible in the window holes in the back

some props lightings are funky under

air feels a bit grimey under too
I'm gonna bet a lot of people are gonna give this one a low rating because they didn't find the seecret switch. I was almost one of them.
This map's elevator caught me by surprise and has a great atmosphere. But having no 3d skybox or hint of a larger world is a very serious strike against it.
A solid entry. The skybox is a bit messy, but the rest of the map more than makes up for it. Great use of shadow in the spytech area. Dig the elevator music.
I love how your spytech base looks, with all the mist, snaking vents and computer screens, although above ground, the corn is far too close to the camera to look good. It simply appears rather 2D. You've also forgotten to add some features visible on the outside of the barn into the interior, which does look a bit odd.
The good: The spytech theme was excellently well made. I loved the use of the circle light and what appeared to be a func_dustcloud also helped create a good atmopshere. The lighting was well made too. Light and dark areas were present.

The not so good: The skybox transition was sort of visible. Overall, I felt the barn interior was of lesser quality than the spytech area
-corn field obviously has no depth
-love barn archetecture
-cool elevator music
-cool hal joke
-the best spytech i've ever seen
-no way back to surface :(
The barn is amazing
At first, the farmland facade felt fake, the cornfield being so low detailed. Tossing that aside, everything looked clean and proud to be. Down in the secret base, every bright color reflected like lip gloss and every moving artifact bursted the world into life. But especially, rotating clouds seal the deal.
The spytech area is really well made. So is the barn. The skybox needs some work but this is a good entry
A little puzzling at first on how to call the elevator but so worth it once I got down, jamming to the elevator music. Does look like you spent more time on the underground than on the above ground though, the skybox could've used more work to blend in better with the outside area.
highandlow2018_2FF_PJX: 5/5
-Of all the hidden spytech lair maps so far, this one is, IMO, the most well-done
-Elevator music
-Above ground area is also done well

Da Spud Lord
Outside area+skybox isn't very interesting, not a huge fan of those plants. Exterior of the building is alright, interior is nice though. For the spytech part, it's all very clean (in a good way). I like the maze of vents behind the main unit and the rotating fan is cute. I wonder if you could have made the sloped roof steeper to give the room a more interesting shape and it would help make it feel more grand when stepping out of the lift. It's a good spytech room and I'm glad you didn't make it completely symmetrical. Fairly low down

Defcon:

...where is everything?
Solid execution. Elevator ride and rocket room are great. Stairwells are kind of boring. Uses the high/low theme very well.
lighting for the cave area during the descent is off, the props arent lit right

nice entry into the facility felt like portal 2

some of the areas underneath the elevators bottom feels underdeveloped
Love the bait-and-switch.
One of my favorites. The details that pass you by on the elevator are really good too.
Brilliant. Great use of lighting and shadow, a seamless transition into the 3D skybox, and one of the best elevators I've seen in this contest. Just brilliant.
Your skybox transitions are perfect, your elevator ride is brilliant, with the views to look at as you head down, and the rocket reveal is simply magnificent. I love how the individual rooms in your spytech base are detailed, especially the rocket's room and the missile silo area, although the corridors connecting them feel rather bland and empty.
The good: High and low theme was spot on. Spytech detaling quality was consistent throughout and great use of light_spots to make otherwise boring walls look interesting. My favourite part was actually the lift journey. It reminded me so much of the Half-Life opening where you just watch everything around you. This was excellent story telling!

The not so good: I understand that the desert is meant to look like nobody has been here for a long time but the ground felt a bit barren compared to everything else. Again, I concede that this after all is a desert but there could have been some overlay such as the ones used in cp steel which is that dirt pathway. Just something to give some indication that the shed was used at some point.
-nice tree
-nice rock
-nice shed




-but wait, theres more!
-best button and elevator i have seen, didn't break immersion
-hudge awesome base
-big rocket
-lots a rockets
-like the intel
-huge
-no complaints
Exquisitely detailed, and the elevator ride did an excellent job at conveying depth
Uses a confident artistic reveal on a hidden spytech base contrasted by an inconspicuous shed in the middle of nowhere. Executed with masterful environment art.
This place is well made. The rocket reveal was really good.
Looks can be deceiving. First I thought "why so empty?" but then you shoved that big red button right in my face which opened up a whole different experience. The elevator ride down was brilliant with more and more stuff revealing itself ever so slowly until the big fat rocket came right into view. You can really get the sense of scale on this map, and there was plenty to see underground. Though I did wish you made the border between skybox and playable space more obvious so I didn't walk against an invisible wall, the skybox and the playable space blends seamlessly into one another so for all of this, you're on the number 1 spot in my top 3 list.
highandlow2018_defcon: 4/5
-I like the slow elevator reveal
-Very expansive map
-Nothing really stands out as "wow, that's amazing"

Da Spud Lord
Want to start by saying that turning around at spawn to see the rock behind me made me jump lol. Good skybox, sets the scene well and little hut is well detailed for what it is. Lift sequence is fun, adds to the scale of the operation. Lighting in the main room is well done and has some interesting shapes with the big sloped walls. My main issue with the spytech base as a whole is that it's all very symmetrical aside from a few props moving around. The rock ceiling/walls in the two lower floors is cool though. Hallways/stairways are fairly uninteresting, but the office does break it up a bit. very low down

Taka:

The main hallway looks empty. The "Keep Out" area looks interesting, if only I could get a closer look.
Competent detailing but lacks a strong idea.
The fluorescent light effect with the flickering isnt used a lot bc its rather distracting and strobe-ish

Disp seams at the edge of the map but theyre not that notice-able

good use of spytech and merc park props! looks wonderful

skybox is really neat! I love the idea that there's more than one of these facilities

Giant grass in the skybox, bigger than a house
Masterful use of lights and sound effects. Great sense of height too.
The skybox leaves a little to be desired, and your cubemaps are a bit busted, but overall, good effort. In fact I'm mostly just disappointed the weird pit device doesn't *do* anything, which is a good impression to make.
I really like this one. Your spytech base is awesome, and at the bottom you get such a sense of scale, and it feels perfectly at home in the tf2 universe. There are some odd textures though, such as a blue concrete within the red base, and the keypad on the door just takes a long time to execute in my opinion. This is generally a fantastic entry though!
The good: Loved the big opening in the desert with another one of Red's ingenious machines to kill off Blu mercs. Very well constructed. Lighting was also good and hats off to you for using circles in source.

The not so good: As with many maps with low ground for their skybox, it was possible to see where the skybox texturing ended however, this is negligible in the overall quality of the entry.
-skybox displacement seam
-KEYPAD!!
-animation sequences are awesome
-full of life
-lazer build of roofing peices

congradulate your self
The detailing and attention to detail is great, and I love the animations (doors, keypad, etc.)
A explorable rocket silo hiding beneath the waiting starry skies to meet one day. I was really enticed by the interaction leading up to the reveal. Lots of color flourishes at the end of the road. I'm not sure how an entire pool of water clogged the downstairs when a drain exists unhindered. Everything else leading up to the rocket reveal was hurt by the reflections and visual clutter I feel.
The underground is really well done. On the ground level the doors are a bit awkward and the skybox needs more work.
Great spy theme with an interactive ride down. Shame I couldn't fire the laser though :(
highandlow2018_taka: 5/5
-I like the use of dynamic lighting, adds a bit of realism to an otherwise static map
-Too much reflection, some windows were really tough to see through
-The elevator doors are really white

Da Spud Lord
First area is uncomfortably narrow and not sure what the two little walls sticking out in the skybox are there for. Skybox in general is ok, not super exciting and has a few issues gaps, but it's ok. I liked the keypad and light flickering on. Down the lift, the curved window is cool, gives some idea of how low down I went. I thought it was a bit strange going from a nice, clean spytech base and into a dark, run down corridor, it was a pretty sudden change of look. Ceiling pipes down here are nice, except one set in the cage don't go into the wall, they just stop midair which doesn't look right. I like the big circle room, nice use of the red metal X things. I feel like the pit is the centerpiece of the map, so if you opened up the first area a bit so you could walk closer to it, then the whole map would be leading the player further and further down the pit, and you'd have that from the start. The red spytech area was my favourite section. Pretty low down
 

Freyja

aa
Jul 31, 2009
3,009
5,838
Grubzer:

Although the outside area could've used more detail, the atmosphere this map has manages to save the map.
Not poorly detailed but it doesn't look like tf2. Kind of boring.
Multiple expensive water levels are buggy, they wont render correctl- simplify some of the water

buggy beach ball

the bar is so close to the pool and it has food open on the shelves, soggy food must be a common thing in this pool

the lights at the bottom of the pool arent really needed since its already bright enough

buildings dont look like buildings at all theyre completely see thru and built like theyre made out of legos
Only seems to use the high in high/low and has nonsensical shadows. Also fps issues (which does matter)
I want to rate this higher because it's such a cool idea but I just *can't*. There are a lot issues that confound me with this map. The pool room in general is just nonsensical, with almost no walking space between having an elevator open up into an indoor pool and having a wooden bar with chairs in another corner of the room. It's pretty, and I'm a fan of urban themes, but this just doesn't *work*.
This one is...really unique. It doesn't feel like it is in the tf2 universe at all, but I do really like the clean and modern feel it has. The foggy city below is wonderful, and all the little areas are detailed well, although it is a little empty at areas.
The good: I liked the secret opening door with the machinery and the beach ball. I had fun just jumping on it etc haha. The pools created a sense of luxury which I also liked.

The not so good: My main problem with this is that some of the brushwork was a bit under detailed and it didn't really feel like a genuine map for TF2. It reminded me of trade server maps or something for Gmod...
my own entry
-skybox buildings unimpressive
-but coffeshop is
-cool waterfall
-outside of coffeshop there are no signs of life or use.
-cool, but lacks a wow factor
Good idea, but the surrounding city is strange
I can appreciate the lovely details like physics objects, multiple water levels, doors, and the priceless menu. Lovely details tend to be overlooked by Valve and talented artists alike, you have a strength. However, all the buildings have the appearance of a renovating strip mall. You have the high of a skyscraper and I guess the lows of a dead city? The effects look like I'm living in a ghost world. The form of a box atop a really big rectangle looses luster fast.
This entry is bizarre. There's a lack of detail and the skybox is really weird, with the buildings looking bland and appearing when you walk closer. However I like it just because of the atmosphere. Great job?
Unfortunately the Source engine is the limiting factor here with the multiple levels of water (though the waterfall is quite nice). The use of city sounds is great though, but the surrounding skyscrapers could've been made a little more interesting than just the same glass boxes.
highandlow2018_grubzer: 3/5
-The waterfall looks awesome
-The skybox buildings are very lacking in detail
-Overall map is pretty simple

Da Spud Lord
I like the idea behind it and there some good elements to it, such as the cafe, the floating tape in the pool (idk what it's called), and how you get to break through the vent to look into the maintenance room. The skybox is ok, but would be improved if you had more variation in the buildings: shapes other than rectangles and more solid walls and less glass walls with thin frames. Fog is good, makes it feel extra high up, although I probably wouldn't want to be in a rooftop pool in this weather, maybe that's why it's empty lol. Overall it was a interesting map to explore. very high up

Anderpan:

Overgrown themes are a bit cliché, in my opinion. So seeing one that actually manages to look interesting and fully-fleshed out is always going to be a 5.
Interesting architecture and theme choice. Doesn't leverage high/low very well.
great looking geo looks really slick

water texture repeats too often/ is too small

although im not too certain whats so high or low about this map
Not really sure what to write here except that this set looks incredible.
Amazing looking map and it looks like something I could play to boot. The only thing is that I wish you used more vertical space in your map.
Good theming and execution make for a good map. If I had any one complaint it would be the low quality of the cubemaps. Overall, a good effort.
You've done some great island detailing here, and I really like how all of the areas connect. The geometry is very nice, and the island very natural while the base fantastically detailed at the same time.
The good: Great application of interesting structures and angles. It feels like a neighbouring island to merc park which is good. It makes it feel relatable. I loved all the little vents to explore and I especially liked the skewed env sprites. That made the map refreshing.

The not so good: There's not much which is bad this this. The detailing is consistently good. However, while there were some high/low places, it didn't feel that much like a high and low themed map. Feels more like a jungle theme detailing contest to me.
from a certain signline in the lowest building the sky appears black
View: https://www.youtube.com/watch?v=fAAMCDE3pkw
, sorry about quiet audio, your map is great!!
A beautiful display of tri-colored composition. The green foliage layered above blue concrete and rich stone work shows excellent color theory. I like many details at ground level where my feet can enjoy the railings and grate to walk across. However, I don't feel an obvious tone of high and low, and the view from above doesn't look so appealing when the shallow water repeats its waves so clearly. In my eyes, the composition was too stretched and unfocused relying on a backdrop cliff to carry the weight.
Good theme and brushwork. It's good.
Overall ambience was great, felt right out of Mercenary Park.
highandlow2018_anderpan: 5/5
-Awesome job!
-I really want this to be an actual map

Da Spud Lord
Really interesting building shapes and I like how everything is connected so you can run around in loops. It was well planned out. Good colour scheme, and there's something interesting to look at in ever corner. Not sure about the windows being one way, looks a bit off. The skybox island is noticeably low res at that distance and is the main area that I feel could be improved in the map. I'd say it just about gets high enough to fit the theme. Not very high up

Yoyoyo:

80% of the score you receive from anyone will likely be judged on the position/framing of the screenshot, which is supposed to make the map look as interesting as possible. The screenshot here makes the map look bad, even if the map itself deserves a better score.
Since this one mines, can you just... not include my vote?
Seems rushed. Lacks an interesting concept.
missing cubemaps

no skybox

some of the textures are too bright/clash with others

some of the textures dont make sense, foot edgings or whatever theyre called on walls
I like the spawn area.
Feels short and bland. Not a lot of details either.
Not a lot going on in this map, to be perfectly honest. Cubemaps would have been nice, but what is here isn't bad. You gotta watch out for props that don't have textures on all sides though, especially when you want to use them in unintended ways.
I know that you didn't have much time for this entry, although the lack of skybox for this is a bit sad. You could have also done with some more cliffs instead of actual rocks, and done a bit more with the area. It is very nice, just needs to be built on a lot more.
The good: I liked the enclosed feeling of the rocks. it made me feel cozy and secure which I guess is good for a spytech base.

The not so good: There's just not much here. The spytech detailing was decent but not super detailed
-missing cubemaps
-missing floor texture
-use of sliding door texture on stairs is weird looking
-like weird angles on spytech consoles
-interior geometry feels unfinished and strange
I'll word this directly. Finding frogs underneath an uninspiring base was a let down. There are cool trims and curves, however the execution came bland. I didn't notice any special forms or shapes, just a computer room and a clone of rocks outside. I like the ponds, the rock wall displacement, and I really like the house you built. Simple, angular, and a gorgeous form mixed in with parallaxing wood planks, chimney smoke, and the tower behind it. They were really strong art sculptures of yours.
There's many small errors and the spytech area is bland. The outside area on it's own feels very TF2 tho. Also a 3d skybox would help. It's a fine entry.
Not really a lot of stuff to do around here. The underground spytech scenery feels very unnaturally small, and the staircase leading down into it feels way too steep. Also, there's missing cubemaps and missing textures.
highandlow_yoyo: 3/5
-Really looks like you have potential, just keep practicing
-Some textures were improperly rotated (outside wood fence, ibeam001b)
-The truck outside was completely dark, and the ground beneath it had an odd dark strip
-The printer prop resting in the truck bed had the bottom exposed, but there was no bottom
-Brushwork is somewhat simplistic
-Underground area could use a bit more detail

Da Spud Lord
I don't understand the stream/pool of water outside, there's no source and it just kinda stops at the building. A more realistic start/end to it would make it more believable. I quite like all the rocks and the cliff surrounding the starting area. The shack is pretty narrow, you had some more space to expand it. I like the entrance, very grand, and you have some cool shapes. I had a missing texture for the ground down the first set of stairs but not gonna mark down for that anything, just to let you know. On the lowest level, the curved window and exposed rock in the ceiling are nice, but it's a shame it wasn't bigger and I couldn't explore further. Also just noticed that it's a blu truck with blu spytech stuff arriving, hmm what is the story here?? Kinda low down

SierraStorms:

While this is definitely a creative use of the theme, the observation room looks too empty.
Ok execution of a fairly unique theme but doesn't leverage high/low very well.
A bit orange on the outside, not a lot of fog either to hide the transition or the end of the skybox

not a whole lot going on
A good solid entry. Good blending between the map and the 3D skybox, nice use of reflective textures, the works. Love the telescope.
I adore how your barn looks, and for the most part you've done the skybox transition very well, aside from one or two odd places. The spytech area is very nice and minimalistic, although you could've communicated the theme better in my opinion.
The good: The barn areas where detailed and created well. This was good. I also liked the combination of the bright lighting and the red walls in the observatory bit. I also understand that the theme was high as the telescope is meant to be looking high up. Good use of the theme.

The not so good: The actual observatory bit I felt was under detailed. The concrete walls were a bit bland and could have done with something more to break up the repetitiveness.
-skybox ground tiles severly
-the overly shiny floor is distracting
-i like the telescope concept
-skybox is rather bland and flat
I will always appreciate the golden gaze of farmland, the color comes out very well here. Yet the focus being the telescope, I only find one way to admire the telescope inside the building. I can't admire it from another angle, like if it poked out the roof and I could see it from outside. And the rest of the map doesn't seem to contrast high or low. The whole level sparks inspiration and tasteful choice in art style, and I always admire creativity no matter how it well it was done. I just feel underwhelmed in terms of the contest's high and low theme.
I like the idea it's simple and nicely made, but I wish there was more than just a basic barn and a small spytech area.
I was expecting this to be able to move about and be interacted with, but it didn't. The outside area feels nice as the skybox blends seamlessly into the playable area, but you could've bordered off the playable area better rather than using the invisible wall of the skybox itself.
highandlow2018_sierrastorms: 4/5
-Skybox seam is mostly tight, except in one place where there's a noticeable shadow difference
-Doesn't do anything bad or wrong, but doesn't do much great or memorable either
-Spytech area perhaps needs more detail?

Da Spud Lord
Interior of the barn is good, it's got everything you'd expect. Skybox isn't particularly interesting but I get that it's in the middle of farmland and farmland doesn't look particularly interesting anyway so fair enough. The flat trees on the left are a bit too close though. I think they need to be further away for the 2d trick to really work, or at least only be able to be seen from one angle. Exterior of the barn is fairly simple and it's quite empty outside. I do like how you made the telescope, and the circular room in general is well done. Although it's strange not having some stairs inside that room to get between the two floors; you have to go all the way outside to get between them. The spytech detailing is a bit too symmetrical to be super interesting to me, but it's overall it's ok. I'm not sure how well it fits the theme of high or low, I guess the telescope is looking at very high things and you're standing over a over a high platform? Still quite a cool idea of a hidden observatory. Not very high or low
 

Freyja

aa
Jul 31, 2009
3,009
5,838
MegapiemanPHD:

Looks like a rather uncreative spinoff of Mercenary Park, and the decent detailing here is the only thing that makes up for it.
Competently detailed but lacks an interesting concept. Doesn't leverage the high/low theme very well.
good use of spytech in the under parts of the map nice geo too

looks like merc park a lot but doesnt really do anything with it

soundscapes are cool

some floating props, but theyre barely floating
Very well executed island theme. The rocking boat is a neat touch.
Wow.
Really great. A personal favorite.The 3D skybox is great, love the atmosphere of the oncoming storm in this, and the detailing is phenomenal. One of the best entries of the competition, in my opinion.
The outdoors area has wonderful detailing, and looks fantastic everywhere. The skybox is also very nice, although the 'fog' has a very abrupt transition. The elevator is super cool, but music doesn't fit it, instead it needs more industrial sounds. I adore how you've pulled off your spytech room, it just looks fantastic around the entire thing. I also feel like the roof should be higher to better communicate the theme of 'high and low'.
The good: The boathouse was really well detailed. It felt like a working and functioning area. That was my favourite part of the map. The windows in the roof was also a nice touch. The map overall feels relatable to merc park which is good.

The not so good: The pier could have done with some trim it make it look more polished. The transition to the skybox was a bit abrupt where the sand was. This could have been solved by lowering the displacement a bit.
-electric fence should kill you :D
-cool skybox
-map feel used
-great elevator+music
-floating coffee holder ontop of console
In a more subtle way it invokes a theme of high and low. The elevator was neat yet unoriginal being done many times. It was fun to explore the roof the most, which even then was short lived. Everything was done splendidly, I just couldn't feel a high and low vibe.
It's well detailed and it works well. It's great.
Another great use of the Mercenary Park theme. The soundscape is amazeballs and the real-time reflecting water makes it all look brilliant.
highandlow2018_megapiemanphd: 5/5
-Visible nodraw underwater behind the docked boat
-Good job tho

Da Spud Lord
The map as a whole has really solid detailing throughout, there's stuff everywhere but nothing looks out of place, particularly in the boathouse. Feels like an extension of mercenary park. I guess the main building exterior is quite blocky and flat, it could be a more interesting shape. Skybox isn't very interesting, but works for what it is. For picky details: the electric fence on the right isn't really protecting anything when that cliff is open further down the beach, and one of the ferns back there has a super short fadeout distance. The spytech base is pretty good, I like the shape of the room all the different levels going down. The 3 coloured floor is cute too. Fairly low down

Void:

Another really creative use of the theme. I really like ghost ships, and I love atmosphere. So this gets an easy 5.
Lots of very pretty custom assets. Good environmental storytelling. If you're gonna make the focal point of your scene a glowing spinning portal it needs to be interactive.
amazing brushwork on the pirate ship, loved the detailed stories of what happened to the crew and pipsy

the lighting is really really good too, very spooky feeling

coral is nice looking

only real criticism I have it is I wish it were bigger? but im pretty sure voids working on making this into a full map for halloween lol
Wow. This is really damn good. The lighting, floor animations, props, brushwork and 2D skybox all come together flawlessly to create an awesome underwater scene. Kinda disappointed the vortex doesn't take you anywhere tho :p

This is my personal favorite.
This map looks so cool, and actually having it underwater is unique. But the whirlpool in the skull looks like it would take you somewhere but really just disappoints you.
Absolutely phenomenal. I hope to see good things come out of this entry. It'd be a shame to see all this work and potential go to waste.
If I could give this a score of 6, I would. The area looks absolutely fantastic, and I love all of the details you have scattered around. The coral and lighting is absolutely entrancing, although it saddens me that your whirlpool isn't a teleporter (yet). One of the best looking maps I have ever seen, source or not.
The good: The spawn area was actually my favourite part. I loved the gibbet and the seemingly endless abyss in the distance. Great sense of atmosphere which was aided by the audio. Loved the lighting and the blue lanterns! The story telling of the skeletons in the cages was scary and funny at the same time.

The not so good: The bow of the ship was relatively under detailed compared to the rest of the map. This was especially noticeable on the deck and the very front and sides. In terms of appearance, the portal was fine but in terms of functionality, this was a problem as from the spawn, it's one of the most enticing areas due to it whirling around and being so bright so its a bit disappointing when nothing happens when in it.
-water effect is awesome
-map tells believable story
-portal doesn't go anywhere
-awesome coral
Visual storytelling, atmosphere, and detail blew me away
Beautiful taste in colors, they bring life to a dead man's tale of riches before being cursed to the bottom of the sea. The caustics, the ambiance, the interactive sea to swim in. The overall realization and dissonance between you and the world you are exploring makes you wonder how it is all possible. Are you dreaming? Have you be cast away to another dimension? Have you died, the noose behind you representing your last gulp of air as you sink into the void? Such impact, such temerity that invokes in a map such as this.
Woah how are you doing this I have so many questions. This is amazing. Only critisism is that a bit more clipping around the rocks and the portal would have been good.
The scenery is amazing. Like, really amazing. The underwater feel works brilliantly and the creepy surroundings really sell the scene. It's just a shame that the big in-your-face portal doesn't go anywhere.
highandlow2018_void_2: 5/5
-This map is fucken awesome
-I was disappointed the portal went nowhere

Da Spud Lord
Very atmospheric, spawning in a noose is a creative way to start lol. The ship wreck as a whole looks really good and lighting is well done, especially the blue lamps. I think it's a bit dark in the captain's room though so it's harder than it should be to get a good look at him. Terrain is interesting and realistic and I love all the coral (I think I saw you say it's unreleased stuff from agent gunn but whatever, it's cool). I was expecting the portal thing to lead somewhere but oh well. All the tiny details and jokes are great, particularly the pirate mouse and having saxton hale as the mermaid on the front. I love it all, good job. VERY low down


TyeZenneth:

A. This doesn't look like TF2. B. The hallway looks bland. C. Nothing stands out about this.
Competently detailed but it doesn't look like tf2.
some potentially interesting stories being told but brought down loads of visual errors and other grievances

Full bright with missing cubemaps and missing models

floating props

hl2 graffiti doesnt fit tf2 at all, super grainy looking and one of them has a cyborg or some shit that doesnt match the technology of tf2

doors that dont go anywhere or go through vents
Not tf2 themed, fullbright, and cubemap errors.
Since this feedback is public knowledge and I'm not about to do something as petty as critique my own entry, I'd like to take a minute to talk about the successes and failures of this map. I didn't even decide to enter the High & Low contest until it was already 2/3rds of the way through, which by all accounts is not a good decision to be making. This map is a concept piece for a cyberpunk/urban theme to an old 72hr map of mine, cp_electric_sheep. There were a lot of things that hit the cutting room floor as I quickly ran out of time to accomplish everything I set out to do: vehicles, better lighting, particle effects, a half-decent 3D skybox... the list goes on and on. I've already heard a couple of people put forth the idea that perhaps this style isn't really befitting of TF2. I only hope that, moving forward from this, I can achieve a more cohesive art style for my upcoming map and make it truly spectacular.
I know that almost all of the assets are TF2 aside from a few things, I just feel like the map isn't very TF2-ey, and doesn't capture the style that one would normally see in a TF2 map. Maybe I'm just not a fan of cyberpunk, or whichever theme you were going for,
The good: Story telling was great. Each room showed something different.The vent was also cool.

The not so good: When I looked at the tiled floor, I first thought of Nova Prospekt from HL-2, not TF2. Some parts looked a bit like koth king but not enough to convince me that this belongs in TF2 unfortunately...
The lighting in the stairway was also a bit flat.
-full bright
-no cubemaps
-like murder scene
-missing props under elevator
-cone blocking elevator is not solid
-grafiti is cool
-robot is awesome
-skybox lacks depth
-non tf2 textures
The cyberpunk theme is probably the most clever high/low design of them all, and you did the city theme really, really well.
Apartments mesh well and the shape of every room had never bored. I especially liked the surprises like the bloody room, the vent frog, and the special robot from long, long ago finding a new purpose as a hedge clipper. Being atop the city contrasted the dense compartments of the hallways and rooms. I think the only thing stopping this from being a 5 would be just the lack of more urban meshes to use in TF2. But this would be a favorite of mine from the attempt.
It looks pretty good, and has a nice atmosphere. Pushing that one cone down the elevator was the highlight of this map.
Somehow the lighting doesn't work on my end (perhaps you only compiled in HDR?) and there are multiple missing models and cubemaps. Good use of soundscapes though.
highandlow2018_zenneth: 5/5
-Really excellent job my dood
-Missing models!!! But there were only a few, it's a minor mistake and didn't detract from the experience. Make sure your assets are properly packed next time!

Da Spud Lord
Unfortunately your map was in fullbright for me, I tried messing around with my settings but nothing seemed to change it. I'm not going to mark down or anything and I watched some videos of your map to get an idea of lighting but just thought I should preface with that. Anyway, I feels like a single player fps as I'm exploring all these rooms and hallways, which I think was your aim? I think the detailing is well done, particularly inside the rooms, they look like realistic apartments, and I like how it's almost telling a story as you go through the map. I'm not a fan of the graffiti, I reckon the walls would look ok without it and it's the main aspect of the map that isn't super tf2-styled. I would have liked more rooms that were open to look into, even if a lot of them were fairly similar to eachother. It was an interesting map to explore. Pretty high up.

Hamsterkins:

The buildings are...interesting, to say the least, though I think they definitely could've used more detailed brushwork.
Could never get this to work. Don't count this
Ambitious concept but execution could be better. Doesn't look like tf2.
Warning overflowed cclientrenderablelist group 7 error messages upon loading this map

fps is rock bottom through most of the map

full bright, missing textures, missing props if the textures arent missing theyre usually perfectly white

straight up blue shadows, which probably looks a lot worse in fullbright

this map is HUGE, loads of empty space all over the place, probably whats causing the cclientrenderablelist errors too
This map could've been great, but it wasn't packed properly.
It's a shame this map never got packed correctly. I hope you continue to search for a solution, because I'm genuinely interested in this style for a TF2 map; after all, Australia is basically already like this in the TF2 universe. As it stands though, the map is just a bit of an eyesore, and I'm really sad to see all your hard work go to waste, more or less. C'est la vie.
I love the architecture that you've got in this map even though it's not based on TF2. There feels like a lot going on, and lots of different places to explore. Overall quite nice.
The good: No doubt that the high and low theme is here. Creation of the buildings are well done and unique.

The not so good: The biggest problem I have here is that it just doesn't feel like TF2 which was based in the early cold war. Brutalist soviet architects would be jealous of this map though. I understand that this is meant to be a mirrors edge thing? (sorry for my lack of knowlegde, I've never played it), but this again leads me to my point about this not being TF2-ey enough.
-geometry looks awesome, but you failed to pack. Missing textures, white textures, full bright, and missing props make this unplayable
-cool music
-i will happily look at a fixed version, this should have been awesome
View: https://www.youtube.com/watch?v=ewE_opxn1ao
- am willing to check out a fixed packed version! try sv_pure 2 before loading the map, to see what is actually packed inside for other people's eyes
I don't know if there's another version that's more fixed than the one I got, but mine wasn't fixed
I'm imagining textures instead of checkerboard everywhere to be lenient. Also pretending that rendering overflow doesn't happen. Super creative use of posing the characters into animations, I liked the windmills in a futuristic sense. I just don't enjoy traveling by snail elevators and nothing to parallax where I'm standing. The city has a unique blend of a Mirror's Edge theme and a wide construction site inside. Though above everything else, there just appears to be one giant empty building full to the brim with air. A generous 3.
You know I like this. The skybox is really well made and the music was amazing.
The elevator was a bit awkward and the scaffolds had weird clipping, and overall it needed a bit more detail and polish, but it's still really good.
Great idea, and good soundscape, but unfortunately the entire map is covered in ERROR signs and missing materials (if you want to test whether you packed your custom content properly, use sv_pure 2 in your own game client). I also spawn over nothing so I fall to my death instantly with no chance to see anything in the map.
highandlow2018_hamsterkins_fixed: 1/5
-MISSING TEXTURES EVERYWHERE!
-Some of the textures that aren't missing are very flat and boring, no detail, no wear-and-tear, etc
-Why are the vents blue?
-I like the medic and engineer chatting tho
-The fan in the vent can push you up, without spinning or being on?
-Some of the beam textures are off-center

Da Spud Lord
Looks like none of the packing worked for me either since the whole map is missing textures and error models. Which is a shame since from the screenshots you've posted on the site and flying around looking at the map geometry, it looks really interesting. I love all the giant fans and angled buildings. The engineer/medic are cute too. I really hope that one day you do get it all fixed. Pretty high up.
 

Freyja

aa
Jul 31, 2009
3,009
5,838
Sorry for the massive wall of text and multiple posts.

Hopefully you can all find your feedback. Please let me know if I've screwed up and given you the wrong feedback somewhere.

Thank you all for participating!