CP Gerbil (Art Pass)

Simski

L2: Junior Member
May 17, 2010
57
11
artpass_gerbil0001.jpg
How does the area behind the barn look?
I looked out there when playing, and it seemed that it ends pretty abruptly in an ugly manner. This is a very small detail, but might still be a nice improvement if you can find the time. The log used as a ramp in the before area also slightly clipped, but this is a very minuscule detail.

I tried the drop box version, and there was no explosion at the end...
Did you remove it :(?

I also agree somewhat on that you could maybe add some more fog down there, but it does otherwise look very awesome. I love how all the smaller boilers and things builds up to the final big one.
 
Last edited:

Gerbil

aa
Feb 6, 2009
573
846
What do you mean behind the barn? What barn? D:

I did remove the explosion, there isn't enough time for me to learn how to animate an explosion and make the particle effects needed for that :(
 

Simski

L2: Junior Member
May 17, 2010
57
11
What do you mean behind the barn? What barn? D:
Sorry, I'm Swedish.

I mean that shack thing with a hole on top, the B building. The background behind it, if you go up to the fence you can see the ground on the other side end abruptly.

I did remove the explosion, there isn't enough time for me to learn how to animate an explosion and make the particle effects needed for that :(
Darn >:

Keep "add explosion" on the list of things to maybe add if you can find the time then?
Or rather...if you can find the help...
 

Gerbil

aa
Feb 6, 2009
573
846
No help available right now :C

Anyway, the ground ends abruptly because the area near b is on the edge of a cliff, you can see some of the buildings extending down into a lake if you look closely. That's why there's water on the bottom of that pit.
 

Simski

L2: Junior Member
May 17, 2010
57
11
No help available right now :C

Anyway, the ground ends abruptly because the area near b is on the edge of a cliff, you can see some of the buildings extending down into a lake if you look closely. That's why there's water on the bottom of that pit.

Oh, never mind then :v
Is that more visible from another angle?
 

StuartPB

L1: Registered
Nov 20, 2009
21
10
Make sure you can't stick stickybombs to the cylinder under C. That would be a significant gameplay change from the original platform.

Other than that, looks good!
 

Tinker

aa
Oct 30, 2008
672
334
I don't see how? When people can be hit by those they'll be falling to their deaths anyhow, and they can't hit anyone on top of the platform.
 

Gerbil

aa
Feb 6, 2009
573
846
I think that compared to some other gameplay changes people made, this is extremely minor :p

Though I will check how overpowered that might be before submitting. thanks for letting me know.
 

Gerbil

aa
Feb 6, 2009
573
846
Again, not that much of a gameplay change in my opinion.

Submission version will probably come along tomorrow. Can't wait to get this off my hands so I can work on more important projects :p
 

Harribo

aa
Nov 1, 2009
871
851
Hey there a couple of things i saw in the test of the map which i thought i'd post, even if theres no time to change anything/recompile:

http://image.bayimg.com/hapfgaacf.jpg Shouldn't both the computer consoles and the mainframes(Which look wierd anyway being so high up off the ground anyway) be the same colour? some of them look brown/orange around the map e.g: http://image.bayimg.com/hapfhaacf.jpg

http://image.bayimg.com/hapfiaacf.jpg Also my setting for TF2 are pretty poor but this overlay in RED's spawn is a real blur, surely its never meant to look like that?

http://image.bayimg.com/hapfkaacf.jpg this barrier feels too low to instintively tell me thats a inaccessible area, use glass instead maybe?

http://image.bayimg.com/japfpaacf.jpg the room feels really empty, maybe add some detail to the wall to break it up a bit from being just 6 concrete walls

http://image.bayimg.com/kapfaaacf.jpg and here feels too big, its hard to say how you could add any large props without changing the dynamics of the room but feels like it need something in here to me.

Hope any of this will be helpful and Good Luck in the Contest:)
 

Gerbil

aa
Feb 6, 2009
573
846
Just sent in my entry. I haven't managed to fix most of the visual stuff from yesterday's test. Sorry about that, out of time :(

I'd like to thank the following people/groups:

- Rexy Ritz, and Supersandvich for giving me the idea to make a custom skybox. that was the first thing I made for this entry.

- The swamp team for providing us with such excellent assets to work with.

- A Boojum Snark, Acegikmo and Ravidge for the awesome prefab packs. They helped me a lot.

- Mott, Ravidge(again!), Equinoxo and Boylee for helping me learn how to make custom props and stuff. Couldn't have done it without them.

- Everyone who helped me with the map. Could have been general feedback, ideas, support and other things. I'd like to thank beatz especially for the support. Seems like he always has something nice to say :p


FINALLY I'M DONE WITH THIS GODDAMN THING.
 

Gerbil

aa
Feb 6, 2009
573
846
Guess who's going to have to use the grace period?

ME!

For some reason I made all the props in blu spawn room nonsolid. that's kind of awkward.