artpass_spud

Icarus

aa
Sep 10, 2008
2,245
1,210
Cheese goes very well with wine. It helps to "cleanse the palate" in between tastes.
 

StuartPB

L1: Registered
Nov 20, 2009
21
10
Of all the other fancy artpasses I played on the official server, I enjoyed this one the best.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Your map lacks playerclips all over the place:

http://img.photobucket.com/albums/v213/grazr/artpass_spud0001.jpg
http://img.photobucket.com/albums/v213/grazr/artpass_spud0004.jpg

You can capture point 1 without even standing on it:

http://img.photobucket.com/albums/v213/grazr/artpass_spud0002.jpg

You don't seem to have payed attention to the lightmaps:

http://img.photobucket.com/albums/v213/grazr/artpass_spud0003.jpg

This was kinda awkward for many people because valve had lightmapped the map prior to releasing so many of the walls changed in importance when light sources were modified for each individuals needs. Not to mention unknowlingly spread high and low lightmap settings throughout their map when using one of these walls as a source by chance.

lightmap seem:

http://img.photobucket.com/albums/v213/grazr/artpass_spud0000.jpg

Your map was incredibly pleasent to walk through though i often felt the map was 1 version short of its final art pass. The 3dskybox could have used a little more attention and much of the base geometry was still untouched around B and C. Whilst many people threw too much "junk props" into their maps (because they didn't know any better) your map methodically keeps them out of the gameplay area. This is a bonus for gameplay, it's better this than the alternative which so many people have settled for. But there seems to be little detail in the outside area that decorates the buildings as a result. Your roofs are awesome and so are the vines, but there just isn't anything rested up against a wall anywhere. No loose crates or milk (wine) pots. Which is probably why the map feels like it was 1 version short of a final release.
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
I did put a lot of time into the player clipping and resetting the lightmaps, but I guess a few spots fell through the cracks. Though that issue with capturing point 1 is kind of bad... oops. If it's ok to fix this stuff during the grace period I definitely will.

Glad you like the map overall.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
The updated version (artpass_spud_fix1) includes:

-Better optimization!
-Various clipping fixes!
-Various fixed lightmaps!

As for the "seam" under the water between A and B, I left it the same. The alternatives (displacement over the seam, different colored concrete, no concrete at all) all looked worse!

As for being able to capture A while standing on the ledge above... I forgot to change it. Oops. Thankfully it's not that big of an issue.


It's on the server. Try it out!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
90% off the entries actually have that issue, apparently people can cap mine from the ledge behind it if they hang over the edge far enough. Gotta love the Source engine.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
What. How is it the source engine's fault?

If you're touching the trigger, it detects you. If anything it's because nobody realized that the trigger was too big/tall.

(One of the reasons why I keep my cap areas only 96 units tall)
 

timberghost_paintball

L2: Junior Member
Dec 19, 2007
77
200
Just wanted to say that looking back at the entries this might have been my favorite. While many blew me away, I think this one was the only one that didn't have at least one little flaw that bugged me. I think most of all I would describe your map as tasteful. I just felt the colors, detail density, etc. was spot on and I really respected how much of the original brushwork you and a few others found solutions for using instead of replacing. Some of the other maps got a lot of attention, and justly so but I wanted to say "nice job"
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
What. How is it the source engine's fault?

If you're touching the trigger, it detects you. If anything it's because nobody realized that the trigger was too big/tall.

(One of the reasons why I keep my cap areas only 96 units tall)

Oops, missed this response.

It's Source's fualt for allowing players to clip so far off the edge of... edges. You can hover in mid-air a good 16 inches off/from a ledge in Source, let alone on "tip toes". I can't think of another game engine where you can do this.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I am shocked and in tears this didn't get honorable mention in Valve's blog.
Such shame, it was one of the best entries in the contest.
 

KarmaPolice

L3: Member
Jul 25, 2009
108
52
I really loved this entry, it almost reminded me of 2fort in its artistic simplicity. Shame it didn't get more attention, imo.