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Artpass_honeymustard

Discussion in 'Map Factory' started by honeymustard, Jul 26, 2010.

  1. honeymustard

    honeymustard L9: Fashionable Member

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    Last edited: Sep 10, 2010
  2. larky

    larky L1: Registered

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    nice and clean so far honey
     
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  3. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    As I told you on steam, it looks great!
     
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  4. honeymustard

    honeymustard L9: Fashionable Member

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    Thanks for the replies :)

    Here's a new picture:

    [​IMG]
     
  5. Jetti

    Jetti L5: Dapper Member

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    You had the same Idea as I did; I put a garage Decal there!
     
  6. honeymustard

    honeymustard L9: Fashionable Member

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    I guess it's a bit obvious.

    Anyway, I redid the barn to fit with the Blu spawn. Wanted to ensure that there were distinct Blu and Red buildings.

    [​IMG]
     
  7. honeymustard

    honeymustard L9: Fashionable Member

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    Here's some more progress:

    [​IMG]

    [​IMG]

    Still need to adjust the angle of the sun light, but I guess I'll do that once I've detailed the majority of the map, so everything looks good. Still haven't decided if I should make the last point like cp_gorge B (industrial) or pl_upward's last point (a circle of wooden buildings).

    Edit: meant to say, I know I removed the ramp in the first picture, will re-add it at some point.
     
  8. Jetti

    Jetti L5: Dapper Member

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    I'm liking the building near BLU spawn. The open top is a nice, proffessional touch. Reminds me of B at Gpit. I'm not sure I like the sharp transition between metal and concrete near the arch, only to go back to wood at B.
     
  9. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    Moneyhustard you da man and its looking great :)
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looking nice. I was never a fan of the harvest fences though.

    Personally i went for one of the dustbowl low wooden fences (seen in the first stage, on the high buildings, in brush and model form), although they are a tiny bit more work and have to be executed in a more uniform and grid safe manner.

    Just make sure players don't believe at first that they can really get out of the playable area because that will really bug them.
     
  11. honeymustard

    honeymustard L9: Fashionable Member

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    Thanks Grazr. I know what you mean, I'm not completely satisfied with the fence at the moment - I might make it like the second picture in the thread: a raised mound with the fence on top, so it's a bit higher. Also I'm going to extend the B building a bit, so you won't hit an invisible wall when you're on the roof.

    Anyway, here are a couple more pictures. As I said, I'm really just picking random parts of the map at the moment.

    [​IMG]

    [​IMG]

    Need to fix some of the prop fade distances, such as the ladder on B.
     
  12. Acumen

    aa Acumen Annoyer

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    The stairs on the first and the wooden planks on the second picture look reaaaly weird.
    I'd say if someone has time to build a nice shack here and there, that special someone will spend the extra 5 minutes to build proper stairs.
    I don't know, it looks extraweird, imo. I would go for some proper/more logical ramps in both shots. the entire composition with the fence and stairs and planks on screen 1 totally don't work well together. I think the fence is something that would be build on natural ground (hammered into) not on a wooden floor. all in all it looks thrown together. I think you can really do better !
     
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  13. Swordz

    Swordz L5: Dapper Member

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    I don't think it's a good idea to lower that wall, in valvebase it's a really big wall, you lowered it, i don't know if this changes gameplay but i wouldn't do that
     
  14. The Political Gamer

    aa The Political Gamer

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    No, thats well within his rights to make changes to the layout.
     
  15. honeymustard

    honeymustard L9: Fashionable Member

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    Which wall specifically?

    And thanks Acumen. Those are just the props from the original though, I will probably change them at some point. edit: except the fence - I just slapped that on there without much thought, will revisit it.
     
  16. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    The fence to the left of the plank ramp into that little building there in the picture hes quoting.
     
  17. honeymustard

    honeymustard L9: Fashionable Member

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    Oh right. Well, it just shows the out of bounds area and obviously doesn't affect game play. So no big deal.
     
  18. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    True. I think his point was that the worst classes (ie: soldier, demoman) that have trouble aiming would use the wall to do splash damage on people who'd be sitting there.
     
  19. RogerTheDodger

    RogerTheDodger L1: Registered

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    You guys sounded really unenthused. Try to get more- oh wait wrong thing.

    I'm loving what you've done so far. I've always thought the harvest theme was underappreciated and you're doing great work with it. I really love what you've done with the house next to A. xx
     
  20. Draco18s

    Draco18s L9: Fashionable Member

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    Uh, if I'm not mistaken, you can add block_bullets and block_grenades there to accomplish the same thing. Or you could go with a solid no_draw brush.

    If it's really an issue.