Artpass_3Dnj

Discussion in 'Map Factory' started by 3Dnj, Aug 9, 2010.

  1. 3Dnj

    aa 3Dnj Ducks

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    Hi guys, I've just started my entry :) First work I post here and I hope I will be able to finish in time. Started by indoor areas but I'll probably use the swamp theme :

    [​IMG]
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  2. Toast

    Toast L1: Registered

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    :O
     
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  3. Lancey

    aa Lancey Currently On: ?????

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    That looks incredible. I really want to see what you're doing with the outside.
     
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  4. TerabyteST

    TerabyteST L4: Comfortable Member

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    sexy
     
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  5. BlueWave 319

    BlueWave 319 L1: Registered

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    Love the vents being rotated like that smooths the room out really well. Totally like 2fort basements. Best i've seen of this area by far. Outside, no idea. But I believe in you naruto!
     
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  6. 3Dnj

    aa 3Dnj Ducks

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    Thanks for yours post, I'm working on a part outside but I have to work on some resits at the moment :(
     
  7. Ginger

    Ginger L4: Comfortable Member

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    :O forgets to write anything
     
  8. RaVaGe

    aa RaVaGe

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    Go Go Go 3Dnj, awesome work, maybe too many props of ligth...

    Je t'aime <3 ยง
     
  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looks nice, but that massive metal ibeam texture is ugly as hell and i'd be worried about those props in the hallway getting in the players way. If there's one thing that pisses people off it's getting stuck on random geometry/props. One of the reasons many players don't like Hoodoo is because of all the random junk getting in the way of players. I'm particularly talking about those chairs in the first image.

    edit:

    You're also gonna have to clip a lot of the wall details. It looks like players can crouch jump all over that stuff. Players shouldn't be allowed to hide in the rafters unless it's absolutely obvious that these are accessible parts of the map.
     
    Last edited: Aug 13, 2010
  10. Draco18s

    Draco18s L9: Fashionable Member

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    Unless you're making a prop-hunt map. :p

    But yeah, I've got a few spots I need to clip myself (how do you keep people from jumping up onto trees without making them non-solid or having huge cylindrical clips? D: )
     
  11. 3Dnj

    aa 3Dnj Ducks

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    Waaatt ! I don't remember of being stuck in Hoodoo :p

    yes of course, it's done for this area, I remember when i finished a cs map, I had to clip the entire map :O so this time I make the clip juste after finish each area.


    hehe you are the second one who said that :) i have alrady check the massive amount of props in the control room.
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You don't clip the entire thing, just a portion of the middle. You let players clip slightly into the leaves but not all the way, this gives players plenty of room to move around them, but not enough that they can hide within the trees. As if they have a really thick trunk.

    You shouldn't really use trees or fences to seperate two play areas. Occasionally this happens on hydro and valve have just clipped all the way above them to prevent rocket jumping over.
     
  13. Draco18s

    Draco18s L9: Fashionable Member

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    No, I just have a tree that's on the side of a play area (actually two trees, identical models) that are either side of blue's spawn on the art-pass map. They're not separating anything, but you can get into/onto the branches by double-jumping off the "barn."

    The one on the other side you can get to by double (triple?) jumping from the roof over that one room next to the Giant Wall (which takes a triple jump to get onto anyway). That one I made non-solid because the roots were somewhat problematic, and just clip-brushed the root more kindly and added a trunk most of the way up the tree (so you can still stand "inside" a portion of it, but you can still be seen).

    I'd like it if you couldn't stand on the tree at all (including the branches) without clipping through it.
     
  14. 3Dnj

    aa 3Dnj Ducks

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    Well, my resits are finally finished so I can continue my entry now :)

    To take a break in the spytech red design, I've decided to make the BLU spawn. the outside theme is alpine storm with some kind of swamp pack props and texture.

    I have a little problem with the waterfall and a strange color on the skybox rock but I think it's in a good way anyway.

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    Thank to the next free weeks I will have for this contest :p
     
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  15. Draco18s

    Draco18s L9: Fashionable Member

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    Very neat, that blue spawn.
     
  16. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    Wow!
    Looking great!
    Of course I don't want to get in your view of the map, but the bridge behind the BLU spawn is, in my opinion, useless. You can barely see it, and mostly the RED team will notice it. And The behind BLU spawn part (which is a great idea :) is satisfying without it)
    Keep up the great work!
    P.S
    I also really like the inside (around point C) looks amazing!
     
  17. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    YOU! :(

    I WILL NEVER FORGIVE YOU FOR NOT RELEASING CTF_DEEP! I will never forget that map!

    *deep breaths*



    Okay, so let's just say that all of a sudden I might have a new favorite contest entry. This is such a great theme for this map, and of course you're all over it. It looks amazing, I can see the similarities to the style of Deep right away.

    I'm definitely looking forward to playing this one!

    -FoX
     
    Last edited: Aug 29, 2010
  18. Swordz

    Swordz L5: Dapper Member

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    You better make sure that it is going to be playable... i can feel that i will get 2 fps just looking at it...
     
  19. HellJumper

    aa HellJumper

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    I always fall for spytech themes! They are the best imo. My artpass entry is like this.
     
  20. Huckle

    Huckle L4: Comfortable Member

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    While I think that the bridge and boat area looks awesome, you will probably need to add some kind of visible barrier that makes people go "ok, maybe I can't go there". I would want to run out on it and jump into the water. :)