[WiP] cp_villa {BEWARE:LARGE IMAGES}

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
yea that's what i meant. And that is true, it all depends on what the people want and like.
 

Elle

L1: Registered
Jan 7, 2009
15
2
The ledge on this tower is just asking to be a sniper spot, but right now the range of visability from it is really poor and so the entire tower is kinda useless unless you cound the health/ammo spawns all the way at the top.

cp_villa_a10004.jpg





P.S.: You're probably going to be better off having a custom prop_static for curtians instead of the displacements. I'm still just starting to learn Hammer, but I've been doing 3d modeling for a while, maybe I can cook up something quickly.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
This one plays good.

Obviously everyone started exploiting the roofs which doesn't seem to be intended. I liked seeing some texture work done. dev is so hideous :)

I also like the broken windows better than the bent metal. But I think you should put a little more into them and give them some cracks. Right now it's more like a big round hole which is odd for glass.

Hard to say much more as it's early on, I think some minor improvements could be possibly some pathways through buildings, where now it's more like alleyways around buildings. Just a few little shortcuts.

Also the spawn area and first point are just rectangles right now, having some little nooks and crannies would be nice. The doors on either side of them all line up into some long visual lines so it kindof feels too wide open.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
This is a little way through.
cp_villa_a20000.jpg

Little health bottles in the gardens (Middle Point).
cp_villa_a20003.jpg

Lowered the large buildings in front of each of the Apartments.
cp_villa_a20004.jpg


I think I may take a little more time with this next update.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
More texture and detail.
cp_villa_a20022.jpg

Forward Spawns!
cp_villa_a20023.jpg

cp_villa_a20024.jpg

Redesigned The Square.
cp_villa_a20025.jpg

Closeup of the custom cobblestone texture.
cp_villa_a20029.jpg
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Looking better. I made the point earlier about the windows not being cracked enough. But now I've got another problem with them.

Glass with wires it it might crack, but pieces wouldn't fall out. You should use a glass without wires.

I think displacements are perfect for the curtains. They render easy and are nice and smooth. I used them for banners in my latest. However do thourough checking of players jumping into them, walking into them, bumping them...
I had one that players would get stuck on, there was no obvious reason. Player clipping solved it though.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I think this is the first time a truly urban or a tuscan/european themed map has actually looked... pretty darn good.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Glass with wires it it might crack, but pieces wouldn't fall out. You should use a glass without wires.

I know safety glass wouldn't break like that, but I figured the Sniper cut those pieces out of the glass so he could shoot through.

I'll try the non-safety glass textures though.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I like it, but the red house doesn't fit on the village, the blue house is ok.

I also like the custom floor texture, looks very TF2ish
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Some of the walls for the houses look extremely bland IMO, how will you make it better? I personally think giving it a little "dirtier" look would make it look better, as well as the red/blu paint overlays.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Some of the walls for the houses look extremely bland IMO, how will you make it better? I personally think giving it a little "dirtier" look would make it look better, as well as the red/blu paint overlays.

Grimy enough for ya?
cp_villa_a20045.jpg

cp_villa_a20044.jpg


In real life, cobblestone streets are filthy. I'll try to add some more nasty regions.:thumbup:

My most recent work on this map has be to try to open the background a little more so the town looks bigger as I didn't design the outskirts of the map before I started.:confused:

I'll think about a hilly region and adding some more trees and bush. The 3D skybox after that.

Photobucket link:http://s261.photobucket.com/albums/ii79/TotalMark/cp_villa/
 
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Cerious

L420: High Member
Aug 10, 2008
455
133
Yep, now the buildings look much better. The Blu Spawn building (Church?) doesn't really fit the environment, however. Maybe an industrial factory at the end? Churches don't fit the Red and Blu style, imo, but it's your call.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Yep, now the buildings look much better. The Blu Spawn building (Church?) doesn't really fit the environment, however. Maybe an industrial factory at the end? Churches don't fit the Red and Blu style, imo, but it's your call.

Well, they're not really churches anymore...

I think those tex look good to a degree. But too much is bad.

That building the heavy is looking at should be red brick and blue on the other side... Mix them up some.

Finding textures that fit the theme is a little bit tricky. I'll try to mix up the textures a bit.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
cp_villa_a20056.jpg

cp_villa_a20055.jpg


Who 'bout this? The blue will continue back to that side like the brick is in the other pic.
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
imo this map is missing some flavor.. make some vegetation decals then have some vine props that can look like their coming over the wall and going into the decals.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
The blue and brick should be on most, if not all buildings for their respective signs. And agreed about the vine decals.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
From what I have seen, the look of this map is nice. Has a traditional 19-20th century Small yet prosperous town feel. With the radio tower mix and whatnot, it feels as if everyone just left and Red/Blu decided to hang out there.