CP Artpass GoobaTheViking

Gooba

L2: Junior Member
Jul 24, 2010
72
66
I redid some of the area around blue spawn/A to B.

artpass_valvebase940005.jpg


Not sure about the sawmill windows here.
artpass_valvebase940004.jpg


artpass_valvebase940003.jpg


artpass_valvebase940002.jpg


Sorry I keep jumping around the map, but it helps me keep interest and momentum. Let me know what you guys think about the new stuff :D
 

Whark

L3: Member
Jul 26, 2010
112
39
artpass_valvebase940005.jpg


Not sure about the sawmill windows here.

I think that the light color of them combined with how perfectly square they are and their placement on wall with the supports below, it seems to create a cloud-reading situation where all I see is a Jack-o-Lantern-like face. Could just be the angle of the shot making it that way though.


Seems awfully BROWN. It could just be me as I just got done staring at my own colorful palette for a while and need to disengage. My eye is drawn far into the background because there are some color and value changes.

Sorry I keep jumping around the map, but it helps me keep interest and momentum.

I prefer to work this way. Forcing myself to noodle on one thing has been driving me insane lately;)
 

Huckle

L3: Member
May 31, 2010
149
101
I can agree a bit with the colors on the actual playing area being a bit too brown. Since they're also mostly darker and more enclosed, the eye is drawn towards the skybox instead of the area you're supposed to focus on. I think the 3D skybox itself looks awesome but if you try looking at the first or last screenshot the eye just goes staring off towards the horizon every single time. It might be better if you take the screenshots from ground level where the players are but I think it's worth thinking about.

I noticed this on my own map on the way to A but I'm not sure how to work around it, the eye is just naturally drawn to high-contrast areas and with the massive geometry in the map from the start I don't think there is much to do unless you keep the entire map enclosed.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
It seems like its been forever since I last posted anything.

I see what you guys are saying about the brown, and I think I fixed it. I guess you guys can be the judge of that.

Changed the neutral building a little, still needs some tweaking methinks.
artpass_valvebase1030000.jpg


artpass_valvebase1030001.jpg


artpass_valvebase1030014.jpg


Heres what I've got so far on my custom skybox idea. It'll be mostly sunny with storm clouds rolling in over the mountains. I'll darken the 3d skybox with lightblock textures where the cloud cover and stuff. Does anyone know how to put rain in the 3d skybox?
artpass_valvebase1030011.jpg


Changed the building on the right considerably, still needs tweaking as well.
artpass_valvebase1030002.jpg


New stuff!!
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artpass_valvebase1030004.jpg


Old stuff... I changed a few things here and there. Just updating the pictures
artpass_valvebase1030006.jpg


artpass_valvebase1030010.jpg


Let me know what you think!
 

Gerbil

aa
Feb 6, 2009
573
846
The detailing looks great! No real complaints here.

The skybox is not that great IMO. The cloud sticks out too badly and the transitions between the colors on it are too sharp.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
Noted.

I've been thinking the same thing with the clouds. I've gone through several iterations but can't get it right. Its still just kind of "eh'. There are still a couple of things I want to try with it, but I might just scrap it.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Juggle in some more wood textures! You've got great, varied stuff, then:


You've got a whole lot of brown wood in one area and its blending together. Use that red coalmine wood texture for something in there.

You could definitely benefit from getting richer color into the play area too.

EDIT: Also I just noticed a few slight lighting errors with those wooden shed doors in this and another screenshot.

EDIT #2: As for the rain in the skybox, don't bother with a particle effect, make a transparent rain texture and func_conveyor it. I'm 90% positive this would be less expensive.
 
Nov 14, 2009
1,257
378
Every time I see this thread bumped, I cringe, knowing I will lose even harder than I will have before.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
Draco, I've tried the sawmill rain particle but it does not show up, neither does func_precipitation. :\

Irish, about the wood textures. I've already changed that area in the recent batch of screens with this. You can see it on the left side. Now that I look at it again, I'll probably remove a few props and change a few things, as its very noisy.

artpass_valvebase1030000.jpg


Sorry about the lighting errors, I've been focusing on the broader detail rather than the fine ones recently. I'll work it out soon though.

I really like the conveyor idea, although the more I think about it, the more I find myself just wanting to get rid of the rain idea. But we'll see!

Grim, you aren't giving up are you?
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Draco, I've tried the sawmill rain particle but it does not show up, neither does func_precipitation. :\

Irish, about the wood textures. I've already changed that area in the recent batch of screens with this. You can see it on the left side. Now that I look at it again, I'll probably remove a few props and change a few things, as its very noisy.

artpass_valvebase1030000.jpg


Sorry about the lighting errors, I've been focusing on the broader detail rather than the fine ones recently. I'll work it out soon though.

I really like the conveyor idea, although the more I think about it, the more I find myself just wanting to get rid of the rain idea. But we'll see!

I use func_precipitation in my map, and unfortunately the biggest problem with them is that you can't flag them as weather, Honeymustard was telling me about a version of the sawmill rain that someone made that collides with geometry but I couldn't find it.

I like what you've got so far, I wouldn't say its noisy at all. I'd say you could even take it a step further and include some angled geometry on the buildings up there. The only reason I pointed out the lighting error is because I find if I fix them ASAP I won't forget them when it comes to the final stretch.

I say keep the rain. I like your idea of the storm rolling in and I think it'd be a nice and unique bullet point for the map, like the atmosphere in Thunder Mountain or the plateau + skybox of Upward. Its just a cool little thing that heightens the feel of the map.

Also, consider this picture I just spent 5 seconds googling: http://www.boston.com/community/photos/raw/Storm_rolling_in.jpg Your storm front should have some forward clouds up front, as it is now I'd say its a little too unbelievable.

At the very least, try it out and give us a screenshot.
 
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Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I use func_precipitation in my map, and unfortunately the biggest problem with them is that you can't flag them as weather, Honeymustard was telling me about a version of the sawmill rain that someone made that collides with geometry but I couldn't find it.

I tried a func_precipitation, but it didn't appear to work. I'll mess around with it more this evening.

As for rain colliding with brush geometry, didn't they only JUST introduce that in L4D2? func_precipitation_blocker.

I don't think particle systems actually collide and I doubt you could get them to.

Edit:
I did find this:
http://forums.tf2maps.net/archive/index.php/t-8107.html
 

Tautal

L1: Registered
Jul 19, 2010
15
4

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
I tried a func_precipitation, but it didn't appear to work. I'll mess around with it more this evening.

As for rain colliding with brush geometry, didn't they only JUST introduce that in L4D2? func_precipitation_blocker.

I don't think particle systems actually collide and I doubt you could get them to.

Edit:
I did find this:
http://forums.tf2maps.net/archive/index.php/t-8107.html

Yes I believe this is what Honeymustard mentioned!

func_precipitation does get blocked by geometry right off, not sure if that applies to displacements though. I think func_precipitation_blocker is meant for being placed over models, but that might collide too.

The settings for my func_precipitation are:

Density: 100%
Color: 192 192 192
Precipitation Type: Rain
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Maybe add some metals and/or concrete to the areas with too much wood, unless you have fixed all of that.

I like the skybox, but I think the clouds should cover more of the skybox and yeah the transition should be smoother. Maybe some other white clouds around the rest of the skybox so it doesn't stick out so much.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
func_precipitation does get blocked by geometry right off, not sure if that applies to displacements though. I think func_precipitation_blocker is meant for being placed over models, but that might collide too.

The wiki page only says that it "prevents rain and snow inside the volume."

The settings for my func_precipitation are:

Density: 100%
Color: 192 192 192
Precipitation Type: Rain

I kinda threw one into my map around 1am and compiled, saw it stall out on vvis (or at least, taking FAR longer than it should have) and wanting to get to bed I end tasked vvis.exe
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Yes I believe this is what Honeymustard mentioned!

func_precipitation does get blocked by geometry right off, not sure if that applies to displacements though.

Turns out the Swamp Pack already had a rain with collisions in it. And newer, too!