Artpass_3Dnj

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
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. :)

Oh yeah, definitely. I added a room off my blue spawn in the same manner, but there's glass doors keeping you out.

As for what to put there...hmm...the only thing I can think of is rope. Isn't always the most logical barrier, but in real life we see ropes and don't attempt to force our way past them, so in games it's not too illusion shattering to be blocked from an area by rope (the finale in Dead Air has a spot with caution tape you can't walk past, it's pretty obvious as to why, even if the tape wouldn't normally hold up to 4 people walking into it).
 
Last edited:

Rasputin

L3: Member
Sep 20, 2008
107
20
*Looks at his own feeble attempt at a contest entry

:(
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
this makes my map look like crap D: i guess its my fault for not thinking of what i wanted to do from the beginning
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
I have some new screenshots bur some trouble too to find a great solution for those big brush from valve.

artpass_3dnj_a040016.jpg


artpass_3dnj_a040012.jpg


artpass_3dnj_a040013.jpg


artpass_3dnj_a040017.jpg


artpass_3dnj_a040009.jpg
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
It looks great, but I think that you have too much stuff going on, it looks very busy.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,626
2,775

The walkways look like you could rocket or sticky jump up to them, but this corridor normally has a ceiling. If you have them clipped to match the low ceiling, it's going to be misleading. I'd suggest removing the lowest walkway (it's expected to not be able to rocket jump onto really high walkways).

On the other hand, if you're letting players rocket jump up there, then you're going to significantly change the gameplay dynamic in that spot. Wrangled sentries on the walkway, for example, giving blu a VERY defendable spot to launch onto point C.

Kep
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
You can rocket jump but you have clip on the walkway.

I never think it could be a problem because we have all the same problem with low rooftops, you think you could jump on it but no, hehe.

btw, i'll remove it before the end if I have to.
 

Huckle

L3: Member
May 31, 2010
149
101
I'm trying to decide if I really like the look or not, I just can't make my mind up on if it's too busy or not. I just think your skybox areas look so good that it's a shame you make the map itself so cluttered.

Some areas that I think have too much detail:
#1: The top hut on the house to the left side of the spawn looks really off. I know it's there in the official map but you should probably either raise it higher or make it more integrated into the building. Sick skybox cliffs here.

#2: The red hut on the occluder wall is ok but I think the red texture might be a bit distracting. The red-textured top part of the roof as well, it just looks more brightly lit than the rest of the house.

The lighting on the left-ish side house is also a bit too bright. I'm not sure about the godrays either.

#3: The top part of the brick (textured) walls with the white texture makes the edge look really jagged. Switching texture is probably enough.

#4: The barrels over the door is a bit much. If you have an entrance, keep it clear, it doesn't really matter if it's really used or not. The crates on the right side being stacked so high also looks weird, it just doesn't happen in real life (I know it's supposed to act as a wall).

#5 This area looks really great, which is why I'm going to nitpick even more. Adding an info_lighting to the right side computers will make them more evenly lit (which is a matter of subjective taste). I also think you could add even more of the right side spotlights instead of having the big flood light at the end.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Thank you, that's really helpfull. i take note of everything.

For the texture advice, ii wanted to swith the floor one for a darker one, but I have to make it first ^^

And for the barrels, there is a shelf just because of the engine of the prop gate. And because of my bad habit of always wanting a lot of detail, I put the barrels on it. now i placed the barrelds upstairs and I left the shelf empty.
 

Beamos

L2: Junior Member
May 14, 2008
80
43
It'd be really nice if you could reduce the amount of props :S My PC would never be able to run this map with an average FPS higher than 9. (That's not an exaggeration)
 

re1wind

aa
Aug 12, 2009
644
588
This here image. Why are your mountains only props? Where are displacement cliffs? Also wall_cliff_05 and wall_cliff_01 spam.

artpass_3dnj_a040016.jpg


I also agree with the general sentiment that you need to drastically cut your pop count. It looks wonderful, yes, but remember good old gameplay. Cut down the number of props by half, at least.
 
Sep 12, 2008
1,272
1,142
This here image. Why are your mountains only props? Where are displacement cliffs? Also wall_cliff_05 and wall_cliff_01 spam.

image

Please don't go with displacement cliffs in alpine - it looks incredibly dull and not realistic at all. I like the way it is now, with the props. (don't change it please)
 

Beamos

L2: Junior Member
May 14, 2008
80
43
The alpine walls are fine and quite lovely- it's the interior areas with all the barrels and crates stacked everywhere that give me the chills.

I hope you'll optimize the map to hell and back, with that number of props.

Not all of us own a GTX460 --;

I don't mean to be rude, but that's the way the map is looking right now. It'll be unplayable :(
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Regarding the rock walls - I think you could probably add a displacement or two. DaBeatz is correct in that displacement Alpine cliffs look pretty dull and unrealistic, but I think adding a few displacements on top of the props to add some dirt/gravel/grass in amongst the crevices could work really well and help to break up the general monotony of the cliff props.

EDIT: This image from Ritz's artpass is close to what I'm talking about:
http://dl.dropbox.com/u/1848073/tf2%20detail%20contest/artpass_ritz0003.png

The prop detailing, while looking really well done, is probably also overdone as others have mentioned. The indoor stuff especially. It always amazes me to look at the stock Valve maps and see how many spaces are actually nearly completely devoid of detail.
 
Last edited:

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Not all of us own a GTX460 --;


Me neither, don't worry :)


Regarding the rock walls - I think you could probably add a displacement or two. DaBeatz is correct in that displacement Alpine cliffs look pretty dull and unrealistic, but I think adding a few displacements on top of the props to add some dirt/gravel/grass in amongst the crevices could work really well and help to break up the general monotony of the cliff props.

I take this advice, i have already displacement on top of each cliff but, maybe they are not visible enough.


For all who said that there is too many props, don't wory, I prefer make my map in the firts time by detailling a lot but i'll removing some stuff if it's needed. ;)
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Another wave of screenshots, I change some stuff on the occluder wall and started to work on B (but not finished A yet). there is some lighting trouble here but that's not what bothers me the most at the moment... still only 10 days :(

artpass_3dnj_a060006.jpg


artpass_3dnj_a060004.jpg


artpass_3dnj_a060007.jpg


artpass_3dnj_a060005.jpg
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Got some half-faded tires in that first screenshot. Just check to make sure that the player could never see that.