CP Artpass RaVaGe

re1wind

aa
Aug 12, 2009
644
588
Who isn't jealous of this detailing? I know I am, but instead of wallowing in green, it's motivating me to detail my own map. :)
 

RaVaGe

aa
Jun 23, 2010
733
1,210
599fa89f2622c5c54c20a4139b168.jpg

6ef50859895e89777dc5a40d45e28.jpg

f7e4769f18c943b01c9096e118e5c.jpg

cb3d3832c67b40c5bd06e819073b1.jpg

7bc8a4bdec9ba64c6f1a568f5be41.jpg

214febd346a55ad07a7809d72c128.jpg
 

Freyja

aa
Jul 31, 2009
3,020
5,860
Your detailling is a bit silly in some areas. For example, why is there grass and a buried tank inside a building :|
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
To be honest with you, your map makes my bowels empty themselves all in my pants. It really is amazing, I don't care if you change the gameplay a bit.

I hope this bad boy wins, i just get goosebumps all down my spine when i see it!

Also i agree with Aly, about the tank being buried. Other than that you have one of the greatest looking TF2 maps I have ever seen.
 

re1wind

aa
Aug 12, 2009
644
588
or its an old building that used to have a lower level but has since gathered quite a bit of dust and dirt...
 

re1wind

aa
Aug 12, 2009
644
588
Delicious. I agree with grazer about using industrial lighting in such an obvious forest/sawmill environment.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,990
Should really do some more lighting. Its hard to see some places.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
TerabyteST, your posts are becoming really pathetic and you honestly sound like you're getting jealous. Please correct me if I'm wrong here.

I don't think he's being jealous. he just got pissed because ravage is being an ass.

ravage I know your new around here so take this piece of advice.
DON'T IGNORE SOMEONE'S FEEDBACK <important stuff there
 
Apr 19, 2009
4,460
1,724
I don't think he's being jealous. he just got pissed because ravage is being an ass.

ravage I know your new around here so take this piece of advice.
DON'T IGNORE SOMEONE'S FEEDBACK <important stuff there
He did take the feedback.

Also please stop derailing the thread people. :/
 
Last edited:

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
Tera was not giving any useful feedback.

Also please stop derailing the thread people. :/

feedback is useful only if taken into consideration. so yes I have to agree here. tera's feedback was somewhat useless
 

Reactor

L1: Registered
Jul 16, 2010
18
2
Try to remember to keep all of the areas well lit. Spies are hard enough to see in the first place when cloaking/uncloaking, and I'm sure Valve would start to change their minds about a map if the lighting made it unfair.

Anyways, nice job on the map. I was going to do this Artpass, I actually did a little bit on mine, may work on mine again, but it's just boring since the map will always be the same no matter what you add. :(
 

Pie Cake

L1: Registered
Jul 31, 2010
8
4
It looks kinda dark, but I like the setting.
Definately needs more light around.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
2 more things. Particularly regarding: http://uppix.net/d/8/6/be02e7a07ed7949c63a84948d3139.jpg

There is such a thing as too much detail.

I'm not saying this because i'm competition, but there's a reason why Valve maps don't have this level of detail content. Players need to be concentrating on enemy players, secondly they also need to be able to run the map in the first place.

This much detail distracts players from the gameplay and even camouflages players. Players arn't spending most of their time looking at map detail. Even though this is a detail contest, if you check out maps like goldrush you'll see that most of the map detail is faded out beyond ~1024 Hammer Units; including the tracks, a gameplay related model. Just because there is a wall does not mean you have to slap windows all across its face. My most common advice to ammatuer mappers is "more props does not = a better detailed map".

You need to balance player legibility, performance and theme (more props does not necasserily allow you to narrate your map better, infact it usually confuses the theme). There's simply too much visual input for players in this current environment.

This isn't Crysis and shouldn't be treated as such. Please, please bare this fact in mind. Overkill may superficially look great, but it has negative connotations for a reason.

Here's a tip: Detail areas where players naturally look. Doorways, corners, large bland walls, the horizon silhouette and objective points are the obvious ones. Having tens of high poly models 1024+ units high in an area barely 512 units wide is not good detail sense. Players may look up and acklowledge that detail once or twice when passing through between spawn waves, but during combat it is ignored and detrimental to performance. Design is problem solving and compromise. You have not compromised. One or two empty walls or a wall with just an overlay is not a bad thing and does not mean the designer was lazy or incompetent.
 
Last edited:

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Your blue base facade is amazing. However you've got some strange details that I'd recommend removing (and I hate to say this bc it helps my competitors); get rid of the pipes sticking out of the ground and in general clean up your playable spaces. Players should not have to watch their step when maneuvering through open area. I like grazr's term: player legibility.