CP artpass_ibor10

Discussion in 'Map Factory' started by ibor10, Aug 1, 2010.

  1. ibor10

    ibor10 L1: Registered

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    Sorry for posting this so late (?) but honestly it completely slipped my mind...

    Anyways, here's a few pictures of what I've done so far. I've focused mainly on the two spawns and the path up to A, but bits and pieces are textured everywhere. This is my first time working on a tf2 map so hopefully I'm not completely messing this up haha

    http://img715.imageshack.us/i/artpassibor100001.jpg/
    http://img405.imageshack.us/i/artpassibor100003.jpg/
    http://img718.imageshack.us/i/artpassibor100005.jpg/
    http://img266.imageshack.us/i/artpassibor100006.jpg/
    http://img683.imageshack.us/i/artpassibor100009.jpg/

    I'll update with more soon (hopefully)
     
    Last edited: Aug 1, 2010
  2. Lord Ned

    Lord Ned L7: Fancy Member

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    Holy pipespam Batman!

    There's no reason for 95% of those pipes, and no logical reason why they'd twist and turn around imaginary obstacles.
     
  3. Vergil

    Vergil L1: Registered

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    It's like that Windows screensaver broke through the wall
     
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  4. Swordz

    Swordz L5: Dapper Member

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    exactly what i would say
     
  5. ibor10

    ibor10 L1: Registered

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    I'm trying to redesign blue spawn to add an extra room, i guess i'll get rid of the pipes. They honestly don't look bad or out of place, and logic has little place when valve does illogical things in their maps and the game itself.. but whatever, i'll try a different layout i'm thinking of and see if that's better
     
  6. Swordz

    Swordz L5: Dapper Member

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    If you take a better look you will see that every valve map makes 100% sense, especially dustbowl. It's not just a bunch of random props everywhere, everything is connected to something and haves it use.