Critique on my detail contest map.

Discussion in 'Mapping Questions & Discussion' started by Eureka, Aug 8, 2013.

  1. Eureka

    Eureka L1: Registered

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    I don't really use very many details in my maps before, granted I'm new to TF2 mapping... but here's a screenshot.

    [​IMG]
     
  2. d4rk

    d4rk L1: Registered

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    use these commands when taking screenshots.

    Code:
    sv_cheats 1
    cl_drawhud 0
    r_drawviewmodel 0
    As for the map itself I think your relying on props too much and should work on brush work. Try adding a few stories on the building, with windows and various other details. Adding a counter or market of some sort will add more detail to the front of the building.

    Take a look at koth_king and get some ideas and inspiration from it (seeing as though it meets with your map style thus far and is one of the most detailed maps ive seen.
     
  3. Eureka

    Eureka L1: Registered

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    I didn't really think about doing all that for a screenshot, I will next time though!

    I also love props, as you can tell but this is just the rough work.. I'll be adding windows. I think I'm going to rely on the one room, with windows to look outside.. so the player never knows how big the area is. But I will be adding a bit more details. The room isn't even done obviously, I'm going to make it a sort of super-market with a backstory.


    Cheers! D:
     
  4. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Right now your construction makes no sense to me at all. I cant see what its supposed to be. Try coming up with an idea (could be a church from the inside or a shipwrecn in a glacial crevasse - the possibilities are endless!) and then sculpt it out using both brushwork and props. Merely building without planning ahead rarely produces sceneries any better than mediocre :p.
     
  5. Eureka

    Eureka L1: Registered

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    It'supposed to be a store that doubles as a spy's headquarters.