• Center Save Changes Reset

Gridiron rc1a

Pass the Time around the Foundry

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -lowered round time from 10 to 7 min
    -the throw in goal now moves closer to mid during overtime, this should stop overtime from lasting a stupid long time
    -lowered respawn time for attackers when the jack is in the enemy base
    -pushed back defender spawns in their spawn room a bit
    -probably some other stuff

    Read the rest of this update entry...
     
  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -changed around mid to help attacking it
    -changed around right route into mid (shortest route from the forward spawn) to be more advantages for that team and possibly make routes past the forward spawn for attackers more obvious

    Read the rest of this update entry...
     
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -overall detailing
    -optimization attempts to match detailing
    -replaced thin ramps at mid with jump pads
    -added ramp from catwalk onto upper ground at mid
    -added soundscapes
    -probably other stuff idk

    Read the rest of this update entry...
     
  5. Tiftid

    Tiftid L3: Member

    Messages:
    116
    Positive Ratings:
    83
    Hey Pieman, little detailing-feedback tidbit (although I feel bad giving any detailing feedback when you haven't even finished detailing yet, and could easily already know everything I'm about to tell you):
    upload_2021-8-1_16-12-41.png
    The texture repetition is really obvious on these distant buildings, and even on the non-distant ones you've used the metalwall textures that have those holes in them, which makes repetition really obvious.
    Admittedly, since it uses the same textures, Foundry suffers from this too.

    I'll start with the roofs - metal/wall025 might be a really cool texture with multiple colours and holes, but it's really obviously repetitive thanks to this hole. Foundry uses this texture too, but it only does it on the really small roofs:
    upload_2021-8-1_16-16-39.png
    The larger roofs have the much less repetitive metal/wall028.
    You can still get some great results with metal/wall025 - I already mentioned using small roofs, but I find that scaling it up to 0.5x masks the repetition well, and the texture's distinct colours help to make it look less ugly even when it's at a low resolution:
    upload_2021-8-1_16-22-16.png

    Over here, you seem to have had great results by using smaller roofs and rotating the texture:
    upload_2021-8-1_16-23-43.png
    This is good and all, but in the further-away buildings it becomes obvious how this effect is limited, and using metal/wall028 or metal/wall011h instead would probably have been better.

    Also, in the top left, it becomes apparent how metal/wall011 (the one with the holes) does not repeat well.
    In particular in this building, the noisiness of the texture and the similarity in the colours makes the windows pretty much invisible:
    upload_2021-8-1_16-28-11.png

    Foundry doesn't really suffer from this problem as much, since it doesn't have distant buildings - the furthest-away object in this scene are the chimneys, and everything else is largely in a ring surrounding the playable area.
    upload_2021-8-1_16-33-6.png
    This lets the designers not make any one wall big enough for the texture repetition to become a problem, and even when it does, they can decorate it with details such as windows, signs, numbers and pipes, while leaving some walls blank so they contrast with the rest of the scene.

    But in distant buildings, this isn't an option, since the designer has probably used enough detail in the playable space to mask the texture repetition that using it again on the distant buildings would impact framerate way too much, or make the entire scene blend together, with no clear distinction between playable space and out-of-bounds, or between different areas of the same map. (Honestly, this is already a problem the foundry theme has, since every wall uses the same textures - no need to accentuate it by also building OOB areas with the same issue.)

    So, to avoid this, you can either not have buildings far in the distance, or the buildings in the distance need to use different textures to the buildings in the playable space - either the variants of the metal textures that don't have holes (although they're still pretty noisy and repetitive), or different textures entirely (such as the white metal texture metal/wall015g that I recommended to you for the interiors, which is especially suitable because it has holeless top/bottom/mid variants), or a totally different material (brick buildings could be cool).

    Now onto the really nitpicky things:
    upload_2021-8-1_16-43-31.png
    Not a fan of the texture alignment here, though this also echoes Foundry. You could shift it just a little bit to the right and it'd align with the beams far more pleasantly.

    upload_2021-8-1_16-58-15.png
    This sawtooth roof is sorta weird. Firstly, it suffers from repeating textures, but it's helped out by the fact that the roof goes out of the playspace, so looking at it from the inside makes the repetition less jarring as the roof flattens towards the horizon, so no issue there.
    Where the weirdness comes from is the windows - typically sawtooth roofs have the wall part of each triangle be a window to let light in and don't bother with windows on the side, particularly since no one's going to be standing in there to look out of those windows.

    I recognise that you need to do something to make the goal building stand out, but you already have an interesting and functional roof as well as a sign - maybe you could try raising the wall and putting industrial windows into it, or not raising the wall at all and letting the contrast with the heights of all the other buildings and the fact that there's clearly no space beyond it distinguish the goal building.

    Or, you could try using a different texture for it. I would recommend making this the wood building of the map, but then the "RED Iron Works" sign would feel a bit ironic. Maybe you could try the rusty variants of metal/wall011 and metal/wall019, so the "RED is old-fashioned, BLU is new-fangled" part of other themes (e.g 2fort, where RED's base is wooden and BLU's is metal and concrete) now carries over to the Foundry theme.

    Lecture over. Sorry if I was preaching to you about stuff you already knew.
     
    • Like Like x 1
  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -optimization
    -removed jump pad at mid and replaced it with a ramp
    -lit up mid more
    -some detail changes
    -few lighting changes
    -lowered cauldron's and catwalks at mid

    Read the rest of this update entry...
     
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  8. d3adfin

    d3adfin L3: Member

    Messages:
    112
    Positive Ratings:
    35
    i love this artpass
     
    • Thanks Thanks x 1
  9. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -optimization
    -overtime now sets both teams respawn time to 10 seconds
    -reverted round time to 10 min instead of 7
    -minor detail changes
    -added 3D skybox
    -updated announcer to include overtime lines

    Read the rest of this update entry...
     
  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  11. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  12. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
  14. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -replaced large machine things at mid with thin barriers to still provide cover but help negate soldiers dominating that area with the high ground
    -moved around speed boost pads and added a second one to both sides
    -adjusted respawn wave times
    -swapped small overtime goal to the larger goal props and included short training annotations to point them out when they become active in an attempt to help players know they exist
    -removed throw in goal closing in overtime
    -detail adjustments to use props that make more sense in some areas as well as attempting to make repeating textures on some buildings less obvious
    -adjusted some health and ammo locations and amounts
    -probably other stuff as well

    Read the rest of this update entry...
     
    • Like Like x 2
  15. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -minor detailing
    -optimization pass
    -fixed speed pads that no one noticed where broke. No one noticed right....right....
    -changed around main mid entrance to improve optimization

    Read the rest of this update entry...
     
  16. TheMightyGerbil

    TheMightyGerbil L2: Junior Member

    Messages:
    78
    Positive Ratings:
    27
    ...pss, friendly question, I don't think you wanted to upload the .vmf did you?
     
    • Funny Funny x 3
  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    • Thanks Thanks x 1
  18. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -optimization
    -pushed back base trigger
    -ammo and health adjustments
    -on score, the scoring team is now pushed back to their back spawn for 25 seconds till the jack respawns

    Read the rest of this update entry...
     
  19. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051
    -moved throw in goal forward
    -moved bonus goal forward a tad
    -changed around some geo at mid
    -reverted base triggers back to where they used to be
    -adjusted respawn times

    Read the rest of this update entry...
     
  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,700
    Positive Ratings:
    1,051