artpass_whark

What gametype should Whark's new map be?

  • CP

    Votes: 14 33.3%
  • CTF

    Votes: 9 21.4%
  • PL

    Votes: 19 45.2%

  • Total voters
    42

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
52
Wowww, this map is looking really nice. A serious contender fer shure. There's just one thing about the above pic that really bugs me, the haphazard placement of the log beams is kind of unsettling for some reason. Maybe it's because they seem too skewed towards the right, or maybe it's just the random placement in general. Either way I think you shouldn't allow for very much offset placement of architectural details, and instead let the architecture itself convey a sense of disorder.

I like that they're rotated differently and a little messy, but when it comes to the architecture, I agree that they should probably be more evenly spaced so the structure feels stable. I'd suggest taking out the right-most log and re-spacing out the rest.
 

Whark

L3: Member
Jul 26, 2010
112
39
Well, I stand corrected about the arches not fitting the architectural style. Glad to see you faded the texture though, the high contrast between the Red and White really drew a lot of attention.

I wouldn't even say you stand corrected really. If it doesn't read it doesn't read :) Thanks for the input though as it helped narrow down the problem. Chemical Alia and I have talked alot about how you have to compromise true references for stereotypes sometimes so that it will read better.


Really cool stuff. Even if you don't win the contest I'd love to see another map with this theme.

We are hoping to have the assets available to all via one nice package if this is the case so that anyone so inclined can be free to use them at will. I am considering a similarly themed level in the future as well.
 

Whark

L3: Member
Jul 26, 2010
112
39
I like that they're rotated differently and a little messy, but when it comes to the architecture, I agree that they should probably be more evenly spaced so the structure feels stable. I'd suggest taking out the right-most log and re-spacing out the rest.

I'll give that a go then.
 

Beamos

L2: Junior Member
May 14, 2008
80
43
We are hoping to have the assets available to all via one nice package if this is the case so that anyone so inclined can be free to use them at will.

Woohoo! \o/ You two are fantastic.
 

Whark

L3: Member
Jul 26, 2010
112
39
I like that they're rotated differently and a little messy, but when it comes to the architecture, I agree that they should probably be more evenly spaced so the structure feels stable. I'd suggest taking out the right-most log and re-spacing out the rest.

market0000.jpg


Fixed the logs. I'd like to keep the cartoony wobbliness of the windows if they don't detract from the stability too much.

Also: simplified the texture work above eye level a bit in this area.


Also further work in Red's Command Center:

market0002.jpg


I am aware that the steps are clipping into the floor. That's still WIP.

market0006.jpg
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
52
Wow, I really like the new area. It's like a low-tech version of the spytech base stuff we usually see. The wooden planks in particular are a really nice touch.

Also, it might just be me, but I still prefer the textures in this screenshot:
market_backup20013.jpg


to this new one:
market0000.jpg


When I squint my eyes at the two, I see fewer, broader bands of color and value in the first one, and I think that broad "striped" effect reads cleaner and more cohesively. I also thought the red wood texture was kind of pretty. Once you get some more decoration on the walls below, I think it might look more balanced.
 

Whark

L3: Member
Jul 26, 2010
112
39
When I squint my eyes at the two, I see fewer, broader bands of color and value in the first one, and I think that broad "striped" effect reads cleaner and more cohesively. I also thought the red wood texture was kind of pretty. Once you get some more decoration on the walls below, I think it might look more balanced.

I see. The next time I'm taking shots I'll grab one with the current object placement but with the old texture to compare.
 

Verno

L2: Junior Member
Jul 17, 2010
80
34
market0000.jpg


The Only thing I don't like about this area is that the stone doesn't collide well with the other wall. Perhaps they could be separate buildings or there could be a wood boarder between the stone and the other wall.

Also, have you done anything with BLU's spawn since the last pictures?
 

Whark

L3: Member
Jul 26, 2010
112
39
market0003.jpg


Added some wood trim to break the transition between stone and lower walls as well switched texture back on the second floor.

market00001.jpg


Blocked out some more detail in command center.
 

Whark

L3: Member
Jul 26, 2010
112
39
Also, have you done anything with BLU's spawn since the last pictures?[/QUOTE]

Not much. Have any ideas?
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I'm not keen on the engi's toolbox. In general, I find if there is a model of a weapon in a map, I should be able to use it as ammo, so long as I can reach it. While yours is under a desk, I may still trill to blast it out with rockets or bullets. Perhaps enclose it in something seethrough, such as chicken wire or an middle eastern equivalent. (Cloth? I doubt it.)

Also, your map in general needs more cables. When I went to Turkey, (closest I have ever been to the middle east), there were cables literally coating the sky.
 

Keonyn

L2: Junior Member
Mar 27, 2010
56
17
This is definitely one of the more unique in appearance. Winner or not, I hope this theme is provided for use and used in other maps to come.
 

Verno

L2: Junior Member
Jul 17, 2010
80
34
Not much. Have any ideas?

Well for the background, I'd go with more buildings, though if you want to show the desert you should use a different fence. Something like this (though much taller and better fitting with the style of course):

100_3690a.jpg


Also, you should have a large fancy gate into the city.

P1000860.JPG


(sorry for the pictures, I'm not good at describing)
 

Whark

L3: Member
Jul 26, 2010
112
39
I think you should make the ceiling less slanted or lift it a tad higher as the corners are covering the windows slightly, unless thats being changed anyway

market0009.jpg


And Also:



market0005.jpg


Ironed out a little more detail on the other side of this window.

market0011.jpg


Made a rough pass over the CP C area.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
This seriously looking great Whark! I sincerely hope this gets finished, we sure haven't seen much of the rest of the map, although I hope that's no cause for concern.

In the latest screens I've noticed that you need to work on the lighting in the command post, as well as change up the glass texture on the windows there. I can see it repeating from the outside. I love the direction C is going but how do you intend to integrate the upper area?
 

Whark

L3: Member
Jul 26, 2010
112
39
In the latest screens I've noticed that you need to work on the lighting in the command post, as well as change up the glass texture on the windows there. I can see it repeating from the outside. I love the direction C is going but how do you intend to integrate the upper area?

market0010.jpg


Changed up the glass there on the windows.

market00111.jpg


I had an area, a sort of server room, behind the computer banks but I cut due to scope. If I have time I'd like to explore that further later on.



market00091.jpg


market0014.jpg


Worked on the area around CP C some more.

And


market0013.jpg


Started in on Red's sort of storage area for their supplies and excavated explosives.


And a technical question:

When using a custom skybox material what directory does it need to go in? Chemical Alia and I are having a difficult time getting ours to show up in game as its the first Source Engine custom sky that either of us has done?
 

Gerbil

aa
Feb 6, 2009
573
846
You should put all your skybox materials in tf/materials/skybox.

Can't wait to see how you make point C look :)
 

re1wind

aa
Aug 12, 2009
644
588
you dont have to have the slanted windows. They're mainly meant to be used in conjunction with spytech, and honestly, slanted windows don't really fit with your arabic theme.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
you dont have to have the slanted windows. They're mainly meant to be used in conjunction with spytech, and honestly, slanted windows don't really fit with your arabic theme.

The location is appropriately spytech in design, if not in texture. It looks fine to me. I don't mind the lack of spytech textures, because the area is still spytech (it's just very arabtech). I mean, they're pulling a giant explosive out of the ground. You don't need computers to be spytech.