Mainline

CP Mainline rc5

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ANova

L7: Fancy Member
Jul 16, 2009
415
132
Looks nice, the pics kind of remind me of granary lol
Good Job
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I have detailing the first point of the map. As you can see I removed all those pointy mountains that I had before because they made the map look ugly.

1zvbmza.jpg

2zhp35g.jpg
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I meant this side of the map. Not on the sides, the one on the side looks good. The one that I labeled with red looked stretched.
2qi0nk0.jpg
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
That new last looks.. like a weird hybrid of yukon's and granary's.

Looks cool. Should play nicely, except for some los issues.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I don't know where you guys are getting the whole thing about the point looking like yukon and granary. Just because it has that pipe that connects the sniper deck to the point makes it look like yukon or granary? Anyways, I have removed the rain particles from the map since all the comp tf2 players started complaining about low fps and the map being laggy so I just removed the rain to fix that.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
It's because there is a main pipe that connects to a raised platform with the cp on it

I'm not saying it's a copy, it just looks similar.

And you can take "it looks kinda like granary and yukon" as a compliment because those play well
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I don't know where you guys are getting the whole thing about the point looking like yukon and granary. Just because it has that pipe that connects the sniper deck to the point makes it look like yukon or granary? Anyways, I have removed the rain particles from the map since all the comp tf2 players started complaining about low fps and the map being laggy so I just removed the rain to fix that.

I'll explain. The wideness of it with the three entrances, one of which goes on a higher route that is relatively direct reminds me of granary. The Running across a thin pipe and the pit (If you can call it that) below remind me of yukon. It's not a bad thing at all. It doesn't look like you stole the ideas either. It just reminds me of them.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
Let's just say people sometimes take too much from their references that it ends up looking like them in the end.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
Got some stuff to toss at you from today's gameday, SWATY.

First off...

2ag1751.jpg


The spawns. A dark mess of grunge that cleanly transitions into...

261ok9i.jpg


This. This transition is backwards. The Team's spawns are meant to make the players feel - for lack of a better word - safe. The team should feel like they own the place, not like they should evade it because it's falling apart. This also denies the basic laws of Physics. The initial spawn room is being flooded and torn to pieces, when the room just down a few steps of stairs is getting none of the flooding water from above.

35cfnzq.jpg


Oh and grenades and any other projectile bounce off of that way too prematurely.

x3z3u8.jpg


Now there's this. A gross set of stairs with a tiled texture that shouldn't be tiled at all. You can obviously see the grass trim restarts on the top step. The vertical texture blends all too well with the horizontal texture, making the steps seem one and the same. From afar, seeming like there are no steps at all, as the vertical texture lines up with the rest of the structure supporting the Capture Point.

2keolz.jpg


Then there's these oddities of nature. Yes, yes, Harvest used the same technique in a way, but not as high as this. Harvest used it like a mound of dirt kind of pushed over to make way for cars. This, however, looks like an unsturdy pile of sand that could collapse in the real world. TF2 has style, but it doesn't defy physics with it's architecture and displacement.

9abcjt.jpg


This is an awkward movement halt. It's annoying to jump over, and it shouldn't since it is a noticeably prominent route to the final Capture Point. Not to mention that there is a tremendously sharp fade from pipe to toolsblack... scratch that, it doesn't appear there is one. You also have several unaligned textures there. None follow the arch nor the diagonal supports on the railings.

2v8fz9h.jpg


More displacement oddities, and what appears to be a very visible nodrawed face. Even if it's meant to look like that, it doesn't look right at all. Something like that shouldn't be built around a mound of dirt, the dirt should be cleared first. Obviously, that is null and void if it's a simple nodrawed face and is meant to resemble a full building.

dvhbwz.jpg


Water dripping directly into a drain? As several other players said on the server "How convenient..." Whoever built that building has some luck that the only leaks go into another drain as part of some viscous circle.

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Simply put, that's more than double the size that overlay should be. There's no apparent reason why that type of sign would need to be there anyways, as there are no nearby barrels or anything else that may contain "toxic chemicals."

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The second points feel way too bright than they should be. It's a pure white light and it makes the point feel cleaner than the final one does. It makes the Capture Point quite apparent, yes, but this is the only point where lighting works as a visual cue.

2hqh1zt.jpg


Littleedge - clipping failure finder extraordinaire. That boy ain't right.

jhvtle.jpg


As the final shot, there's this. Quite the odd texture placement, don't you think?

Take a look at the messages in the pictures as well. Those will help just as much.

Oh... and by the way. Of the 30-odd minutes we played the map, as the last picture suggests, was the only time a team won.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Wow great post void, i can tell you take alot of time to make sure maps look realistic for the tf2 environment.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Unfortunately Void, _test30 is old since I uploaded it last week, the newest version that I haven't uploaded (_test38) has all those fixed long time ago and oh by the way the map was made mostly for comp and on 6v6 it's quite easy to win.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
You..you couldn't even say something like "Thanks Void. Good to know you spent time to take screenies. I've actually fixed a bunch of those in the newest version (test38) but thanks anyways."

Oh wait, you're SWATY. That is an impossible task.


He gave you feedback. You wanted good feedback. We've shut up about your terrible habits of detailing and releasing no alphas, and changing the layout drastically in rc. We've tried giving you pictures and showing you things to fix. You say "screw you guys lol im awesome and reefoot is teh awesome."

Ahem. "The accumulated filth of all his rc's and tests will foam up about his waists and all his ignorant selfishness will look up and shout 'Save me!' And we'll look down, and whisper 'No'"
 
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