CP Artpass GoobaTheViking

Huckle

L3: Member
May 31, 2010
149
101
The propane tank has only the blue skin.... lol. This much fuss over a propane tank, heh.

If you want to have a reason for the tank to be there, just break off a panel right next to it and add a couple sparks or pipes or something. :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,712
2,587
I guess you guys missed where there are propane tanks in RED areas in official maps too. Not everything has to be "team-colored".
 

re1wind

aa
Aug 12, 2009
644
588
@Gooba: For starters placing some dirt overlays in corners and such could help to counteract the cleanliness, but that could be a bit too much force. Huckle does come up with a nice idea though, leaving several open panels across the place with a much dirtier pipe-infested area behind the clean front.

It could simply be that your base textures that you are use are a bit too clean for tf2. they're not noisy enough, and white walls just look like monochrome walls without any detail or noise in them from a distance. Most of the white brick, wood, and concrete walls have a certain amount of dirtyness and discolouration in them.

Those textures obviously don't really fit your theme because they're too dirty, but the flit side is that your current map feels too clean. not just hospital clean, but utterly spotless clean.

You could obviously use it as a sort of super-spytech theme contrasting to the 'normal' outside area. However, as a super-spytech theme, it still needs slightly more noise. not much, but a little bit.

Hope that helps somehow.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
That helps a lot actually, thanks. I've been debating heavily whether or not to dirty/darken the textures but I think enough people have stated that it looks uneasy being how clean it is. I'll have something to show soon. :D
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
Woohoo, new stuff!
I realize the screens have pretty dark shadows, I'll try to lighten things up as soon as possible.
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I'm not sure I like the texture on the main tower.
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Jan 20, 2010
1,317
903
You really have this look down. I'm honestly quite jealous of your detailing skills.

Have you started optimizing yet?
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
Jealous of me? Oi. I kind of get stuck in this semi-realistic style. The problem with that is that its not very tf2-ish. It might just be that I'm not the greatest at lighting yet, but I'm getting there

I've been optimizing in most of the areas yeah, but I haven't gone into FULL-SCALE-OPTIMIZE-MODE yet. :D
 
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re1wind

aa
Aug 12, 2009
644
588
Much much much better, especially around CP C, it feels much more TF2ish instead of operation room sterile. I also like how you went from the outside style to the new interior style. subtle with a strong "we're working here/unfinished" hint in areas.

Having said that, much of the inside lighting is a bit too high in contrast. I'm also not a fan of the white "capture point" overlay.
 

Tinker

aa
Oct 30, 2008
672
334
Looking a lot better with the base. It's still fairly "clean", but it's industrial and asymmetric enough to work in TF2.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
The entire area around C is looking really fantastic. It has much more of a 'lived in' feel while still maintaining some of that clean, high-tech look. The floor still seems a little on the bright side to me and the lights in that little computer room are extremely bright (might be partially due to HDR), but overall I really like how it looks.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
Thanks for the kind words fellas.

The floor still seems a little on the bright side to me.

I actually don't like the floor in the main area at all, I just haven't found a way to make it look any better yet. :( If anyone has an idea on how to make it look better, I'd definitely be willing to try it out.
 

Tinker

aa
Oct 30, 2008
672
334
How about making parts of the floor see-through glass like on point B of Freight? You could show off your detailing skills (not too much though, make sure the interest stays on the playing area) and it'd look a lot more interesting.
 

Gooba

L2: Junior Member
Jul 24, 2010
72
66
What are these detailing skills everyone is talking about?

It's weird that I've never noticed the area below b in freight before now. But that idea should work perfectly with the crystal mine theme. I'll be trying that. :D
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
How about making parts of the floor see-through glass like on point B of Freight? You could show off your detailing skills (not too much though, make sure the interest stays on the playing area) and it'd look a lot more interesting.

Thats actually one of my ideas for C also. Not sure how it'll look on my map, but it'll fit the space theme of this one pretty nicely.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Instead of glass you might also try some kind of high-tech metal floor grating. Might be tricky because it's easy to make grating look too industrial, but I've always found grating, rather than glass, a bit more believable as a combat surface -- even if the glass is ten inches thick and "bomb proof".