artpass_ueakcrash

Crash

func_nerd
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Mar 1, 2010
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Figured I'd toss it up to track my progress. I'm not happy with a bunch of it, but I think it's progressing decently. I've still got a lot of work left to do.

Some of the textures are just temporary.

Bonus screenshots:

artpass05.jpg


artpass07.jpg
 
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Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I really like what you've done with the shack outside of BLU's spawn!
(in the spawn, above the hallway to the outer gates there is a fence, maybe adding beams on top to make it look more fence-like)
Good work so far!
 

Crash

func_nerd
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Mar 1, 2010
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I really like what you've done with the shack outside of BLU's spawn!
(in the spawn, above the hallway to the outer gates there is a fence, maybe adding beams on top to make it look more fence-like)
Good work so far!

Thanks!

Yeah, I was trying to think of a way to make that look a bit better, I might try that.



Yep, I mentioned that in the post. A bit of a mis-fire. I figure a mod can drag it over when they see it.
 

Crash

func_nerd
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Mar 1, 2010
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Massive screenshot bump:

Artpass01.jpg


Artpass02.jpg


Artpass03.jpg


Artpass04.jpg


Artpass05.jpg


Artpass06.jpg


Artpass07.jpg


Artpass08.jpg


Artpass09.jpg


Artpass10.jpg


Artpass11.jpg


Artpass12.jpg


Artpass13.jpg


Artpass14.jpg


Artpass15.jpg


Artpass16.jpg


Artpass17.jpg


Artpass18.jpg


Artpass19.jpg


Anyone know what is causing the jaggy lighting in spots? I don't have any leaks. Also I know that overlay is cut off. Feedback greatly appreciated.

Also map file to come later, I forgot to rename it before I did my compile. :facepalm:

Also I should mention a lot of it is still WIP, I've been bouncing around all over the place.
 
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Crash

func_nerd
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Mar 1, 2010
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Pipes are way too random.

I did it that way to disperse them all being in a straight line. The pipes are taking the place of the wall that is there on the stock version. I guess I could tone it down some, but I honestly really liked it.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Its too unrealistic. As its been stated in other threads, you shouldn't be bending pipes around obstacles that don't exist. Occasionally, yes, you'll find some realworld examples, but its generally the result of decades of building additional pipes and having to bend them around existing pipes (some of which may at a later date get removed, but usually not--my basement is like this with electrical wires). But this pipe isn't going around anything and is just zig-zagging willy nilly.

There's really no need to replicate the wall you removed with pipping (but if you want to, it'd be best to have the pipes run strait across the opening).
 

Crash

func_nerd
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Mar 1, 2010
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That pipe is actually mostly going around other pipes/ along a wall/ ceiling and curving to at 90* to it's destination. I think there is one extra bend (near the end of your arrow) just before it goes into the ceiling.

I'm going to take another look at that room, as that seems to be one of the main comments I'm getting.

Any other non-pipe related comments? Sort of dejecting to post that much progress to have one small area concentrated on so heavily.