artpass_terabytest

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
m17_1.png

Shot from the interior (pretty rough)
 

KarmaPolice

L3: Member
Jul 25, 2009
108
52
I think you should streamline/simplify that a bit, it just looks like a bunch pointless jumble of roofs.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Critique

x3bero.png


Note: upper left note about room was done before floor and ceiling height lines, but it still applies in general.
 
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Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Sure thing. :)
I guess those architecture classes back in highschool really paid off.
(My brushwork is pretty good, even if my game design sense and my ability to detail or optimize aren't so great).
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
m19_1.png

I made a bit of the interiors too, but the lighting is too dark it's not worth screens.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
But you haven't fixed the worst of the issue with the building in that there are some areas which have no logical interior space, especially that area on the left above the door: its probably tall enough to contain a room, but the ceiling and floor wouldn't line up vertically with the room you put windows on.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Dormers don't necessarily have enough logical space either, but they are a key architectural component. The illogical areas can be storage or staircases.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Dormers don't necessarily have enough logical space either, but they are a key architectural component. The illogical areas can be storage or staircases.

True, but it entirely depends on the interior space. The building as-is has more dormer sections than rooms.
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
New pics. I've changed the spawn texture.
Have a look at the interior. Does it look too large?

m21_1.png

m21_2.png

m21_3.png

m21_7.png

m21_9.png

m21_10.png
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
Here's the BLU spawn, I think it's almost finalised (my only doubts are with the lighting)
m23_1.png


C&C? :D
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
628
wasn't it mentioned before that the woodwork clashes with the metal ? or was that another map project. don't remember :/
yeh well, i don't know if i just need to get used to it...i mean, you could nail those metal parts on the woodenframe theoretically, but if it makes sense, i don't know :/