CP artpass_re1wind

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I am truly amazed by this map! Not only that it's night (my favorite theme) but it also looks great! The red-ish rocks are good looking too!
Question though: Is this part:
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(that I can't figure out where it is) is underground? If so I think you should probably make it outside, it doesn't fit well with the rest of the map, especially with the trees...
 

re1wind

aa
Aug 12, 2009
644
588
Its behind CP B, and yes its a bit odd.

needs more work and/or more detail and/or skybox.
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
B looks much better. I still don't like how in your version you have to go around the entire building to get onto the roof, compared to Valvebase where it's a simple straight ramp up. MUCH better and non-gameplay-changing-looking though.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Huh, newbie.
That's amazing! Looks greater than ever!
I really like every little thing you've done there.
 

re1wind

aa
Aug 12, 2009
644
588
experimenting with a white rock. Think dover cliffs, also, the ground doesn't fit with the rock, i'm aware of this. simple experiment.

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re1wind

aa
Aug 12, 2009
644
588
More progress. more localized white rock. ssbump maps and white texture need serious reworking (pixilated with compression artefacts)

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Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Nerdgasm, Thats a hands down winner right here :D
 
Nov 14, 2009
1,257
378
There are lots of good ones to compete with this man.

I'd be careful with overuse of those dust particles, they make the area seem a bit dirtier than it should.
 

re1wind

aa
Aug 12, 2009
644
588
i'm getting constant 60fps+ throughout the map on max settings, but i can afford to play on 32 man servers as well, so my guiding limit is 60fps. use (abuse?) of occluders, areaportals, and hints is really helping to keep the amount of visible leaves and props down. almost all props have fade distance in them, even if they're not appropriate and/or if visleaves and occluders hide them sooner than the fade, and non-physics props are also being abused to simplify physics collisions, etc.

Excessive dust is an issue yes, added them a while ago and haven't tweak most of them. i'd much prefer to use a particle system ala l4d2 moths, but tweaking these dust motes will work as well.

Next step is going to rework some of the existing mining-related valve textures to give me more textures to work with, as three blend textures simply are not enough

I've reworked B a good 3 times now, and i'm certain its not going to be the last. It is acceptable in its current state (detail, time spent on it etc) compared to the area around it so i'm going to leave it for now.
 

re1wind

aa
Aug 12, 2009
644
588
remake all ground displacements from blu spawn to cp A. also used some customized valve textures to expand the alpine theme (GravelPine theme?). also, water is broken for some reason.

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