Edifice

CP Edifice RC1

RaVaGe

aa
Jun 23, 2010
733
1,210
You should be more imaginative for your 'C' point, it's just gravelpit in a nutshell :/
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
This map is super sexy; the only issue I have with the detailing is how much grass you have on the walls. It looks completely wrong and bad and wrong and you should totally change it to be un-bad.
 

phi

aa
Nov 6, 2011
832
1,817
this map is super sexy; the only issue i have with the detailing is how much grass you have on the walls. It looks completely wrong and bad and wrong and you should totally change it to be un-bad.

i will proceed with the un-badding procedure
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
If everyone could un-bad all of the bad we'd have the perfect maps.

And we would also solve all the problems in the world. And Hitler would be a painter, not a mass-killer. And both capitalism and socialism would work.
Good luck with that, Idolon.
 

phi

aa
Nov 6, 2011
832
1,817
even if everything else in the world can't be un-badded
you at least got one thing done, idolon
congradulations:
edcliffs1.png

edcliffs2.png
 

phi

aa
Nov 6, 2011
832
1,817
2013-03-26_00003.jpg

2013-03-26_00005.jpg

2013-03-26_00006.jpg

2013-03-26_00007.jpg

2013-03-26_00009.jpg


BLU has been given a reason to attack RED now.

(also I've upgraded the 3D skybox now if you haven't noticed)
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
The 3dskybox trees get bluer because they're getting further away, and the rocks disrupt the illusion. I'd put them in front.
 
Sep 7, 2012
638
501
The forest cut-outs clash horribly with the mountain/rocks behind them, and the water tower in the distance seems uncertain of what scale it is.

In addition, your placement of the rockets is farcical and only adds to the overall business of the detailing.

That said, I think there's a lot of potential here.... I just don't know where. Slow it down somehow, make it more drab and boring, duller.... I don't know. :(
 

phi

aa
Nov 6, 2011
832
1,817
The forest cut-outs clash horribly with the mountain/rocks behind them, and the water tower in the distance seems uncertain of what scale it is.

In addition, your placement of the rockets is farcical and only adds to the overall business of the detailing.

That said, I think there's a lot of potential here.... I just don't know where. Slow it down somehow, make it more drab and boring, duller.... I don't know. :(

The rockets were mainly something I did for fun, just to see how it would look. I'm most likely going to remove them and place them inside, or have just one or two barely showing outside.

The trees, yeah I'll work on that. I'll either fiddle with the fog settings to see if I can get a lighter and more soft façade of trees and rocks, or just remove the rocks altogether if that doesn't work. With the current technical standpoint of my skybox, putting the rocks in front of the trees wouldn't work (or fit with regards to space), so that is kinda ruled out.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Something I noticed after playing this was that the texture work feels... unfocused. Especially around point C. Like, you've got brick, wood, concrete, and sheet metal exteriors all mashed together. The only other map I can think of that does that is maybe Mountain Lab, and it's not exactly held up as an example of good detailing. Furthermore, you have a cinderblock structure on top of one made of corrugated metal.

Also, I thought this was meant to be Construction Pack themed. Other than the crane, and the capture zone structures at A and B, I don't see anything that looks construction-y.
 

phi

aa
Nov 6, 2011
832
1,817
Something I noticed after playing this was that the texture work feels... unfocused. Especially around point C. Like, you've got brick, wood, concrete, and sheet metal exteriors all mashed together. The only other map I can think of that does that is maybe Mountain Lab, and it's not exactly held up as an example of good detailing. Furthermore, you have a cinderblock structure on top of one made of corrugated metal.

Also, I thought this was meant to be Construction Pack themed. Other than the crane, and the capture zone structures at A and B, I don't see anything that looks construction-y.

I'll have to admit, I didn't entirely go the route towards complete construction-theme. As I progressed through the map I started to favor solid buildings rather than the half-constructed ones I've seen in other maps detailed alike.

Again, I'll admit that C is probably the weakest link in terms of detailing. It's the only point without an out of bounds detail area present and is the one I detailed in a jiffy well before any of the other points. At some time I'll probably head back and re-detail most of the area around it so it is less clustered and dense and represents a more "facility-in-a-valley" feeling than it does now.
 

Arne

L3: Member
Nov 22, 2012
114
55
Thinking about the rocks in the skybox. I would consider to put a fog controller and enable fog for the skybox.
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
The only other map I can think of that does that is maybe Mountain Lab, and it's not exactly held up as an example of good detailing.

Am I the only one that finds Mountain Lab insanely well detailed and actually has a great atmosphere and the keeps the feel of "I'm breaking through a secret base" that really few maps have?