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CP Overgrown rc5a

2 CP A/D map in the jungle theme

  1. Diva Dan

    aa Diva Dan hello!

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    Yeah, the way pear changed last and second is very unique, it reminds me of a 3D platformer like Mario 64 with the way the geometry wraps around itself and how there are lots of changes in height
     
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  2. EArkham

    aa EArkham Necromancer

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    The outdoor areas look very blue, considerably darker than the sky. I haven't walked the map, but it seems from the screens like it's pretty strong.

    Maybe tweak the ambient to a lighter shade of blue, or add some generic neutral lights (on poles, whatever)?

    In the screen I quoted, there's also lots of places where you could put outdoor lights. Make them temporary lights, as if the teams moved in construction lights if you want to maintain the abadoned aesthetic... though I think just some basic ambient tweaking would be plenty to fix the blue-ness.
     
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  3. Crash

    aa Crash func_nerd

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    A lot of visuals are super WIP, I agree on the lighting for sure. Just sort of experimenting with things currently.
     
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  4. Crash

    aa Crash func_nerd

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  5. Crash

    aa Crash func_nerd

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    -Changed second further, reducing sight-lines significantly by adding more cover/ structures and reducing play area a bit
    -Added more health and ammo around the map
    -Fixed a few clipping issues
    -Didn't fix the missing face under second point again WHOOPS

    Read the rest of this update entry...
     
  6. Crash

    aa Crash func_nerd

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    -Added more cover/ structures on first
    -Reduced heights on last
    -Removed a few minor routes as experiments
    -Adjusted the flow of gameplay in a few places
    -Adjusted health/ ammo
    -Added some signage
    -Fixed some bugs, probably missed some others
    -I dunno
    -butts

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

    aa Crash func_nerd

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    -Bunch of tweaks and changes to first and second areas, it was a bunch
    -I forget
    -Finally fixed that one areaportal issue... I think
    -Seriously, a bunch of stuff all over, I dunno
    -Best changelog

    Read the rest of this update entry...
     
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  8. Crash

    aa Crash func_nerd

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    -More changes to the left side leading to first capture point, providing more cover/ height advantage for attackers pushing on this side
    -New open door added to lower basement area coming from last to first. Door closes permanently when first is captured. This should make that lower area not as much of a dead end for defenders making their initial pushes out.
    -Building on the right side of first (for defenders) changed a bit to match new attacker route
    -Some cover scattered around last
    -Few route adjustments all over for flow reasons
    -More micro-gameplay elements added all around the map
    -A few sightlines broken up
    -Fixed some clipping issues (more to do, though)

    Read the rest of this update entry...
     
  9. CommodoreKong

    CommodoreKong L6: Sharp Member

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    You've really been knocking out updates to Overgrown the past few weeks. Hoping to get it finished soon in case Valve decides to chose it for the Jungle/Pyro update?

    I did get to play it briefly on your server last week and I enjoyed it.
     
  10. Crash

    aa Crash func_nerd

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    Changelog:
    Changed everything
    Full detailed the map using a custom theme using Pear's custom assets
    Refined gameplay further
    Polished everything
    Ivy from Dr Spud
    Tree leaves modified with permission from E-arkham's Antiquity model pack
    Ground material and overgrown blends from Void and Fuzzy
    Custom soundscape from Void



    Read the rest of this update entry...
     
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    Last edited: Jun 28, 2017
  11. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    20170628221258_1.jpg
    weird shadows, try smoothing groups
    20170628221319_1.jpg
    this back area is kinda bland for a secret base area
    20170628221401_1.jpg
    all of the arches in this map need more angles and look pretty bad as they are. Maybe use displacements?
    20170628221448_1.jpg
    There's a sandwich board prop in the construction pack if that's what these brushes are supposed to be. Maybe use that instead?
    20170628221605_1.jpg
    This roof texture is super ugly in my opinion. It doesn't fit TF2 at all.
    20170628221727_1.jpg
    the lights turn blu when blu caps B but sometimes they stay blu when a new round starts.
    20170628222036_1.jpg
    It's weird that this train door is in the play area and can't be shot through. Easy fix by making the door brushes have gaps where the prop has gaps.
    20170628222540_1.jpg
    Really don't like the texture for these drawers. Looks too shiny and not enough like TF2
    20170628224756_1.jpg
    Put a beam on the ramp by these stairs. It doesn't look right to just have the chair rail end like that.
    20170628224958_1.jpg
    This is blu's forward spawn. The respawnroomvisualizer should be disabled and the door should have the stop hand skin on before it's activated so red doesn't think it's an active spawn area.
     
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  12. EArkham

    aa EArkham Necromancer

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    Now see, last time I saw this is was kinda blue and honestly kinda meh... and now it just looks goddamn amazing. Wonderful turnaround, just from the screenshots.

    Stunning work!
     
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  13. Malachite Man

    Malachite Man L6: Sharp Member

    Messages:
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    I have some feedback on for the map about detailing.
    cp_overgrown_rc1a0000.jpg I think maybe you should upscale the water texture a little more.
    cp_overgrown_rc1a0001.jpg This looks very odd.
    cp_overgrown_rc1a0002.jpg There's a misplaced clip here that is quite annoying.
    cp_overgrown_rc1a0003.jpg This bakery is really empty i think you should add more things to it.
    cp_overgrown_rc1a0004.jpg These stands have nothing in them which beats the purpose of having it there.
    cp_overgrown_rc1a0005.jpg This boat is laying on nothing.
    cp_overgrown_rc1a0006.jpg This area is empty which is understandable but still another table would be nice.
    cp_overgrown_rc1a0007.jpg The map cuts off.
    cp_overgrown_rc1a0008.jpg You maybe want to shove some of these trees into the ground a little more so they don't look like there floating.
    cp_overgrown_rc1a0009.jpg While i get these buildings are background only a tiny bit more detail would make them feel a tad bit more lively.
    cp_overgrown_rc1a0010.jpg I know people debate on this being a metal texture or a roof texture i think it looks way better as a roof texture.
    cp_overgrown_rc1a0011.jpg This is self explanatory.
    I really like this map and this new theme is great in my opinion the map could have more detailing but besides that the map is pretty cool detail wise.
     
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  14. Messing Around

    Messing Around L2: Junior Member

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    also the tree that grown through the floor and the roof, i don't think the brick can perfectly wrap around it like that
     
  15. Crash

    aa Crash func_nerd

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    Good stuff in here, we'll definitely utilize a bunch of it, but keep in mind a lot of these places aren't that visible to players on the ground, so it doesn't make sense to worry about them too much. End up just wasting polys on stuff that can only really be seen by noclipping around.

    The layout is very open, so we have to be very choosy about what detailing we do. Have to be as efficient as we can. That's why a lot of the "overgrown" detailing is done by textures and material blends.
     
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  16. MaartenS11

    MaartenS11 L1: Registered

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    The brush on the top left of this door has black shadows
    upload_2017-6-29_11-24-49.png
    And some others have them to
    upload_2017-6-29_11-25-44.png
    And maybe put a sign on here
    upload_2017-6-29_11-55-53.png
    The overlay at the back of the room only has the bottom face selected
    upload_2017-6-29_11-59-3.png
     
    Last edited: Jun 29, 2017
  17. Vel0city

    aa Vel0city mature humor for advanced people

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    That's quite the change holy crap.

    It's pretty.
     
  18. Da Spud Lord

    Da Spud Lord L6: Sharp Member

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    Hey Crash, we were playing on your server and MotorMouth found some visible Nodraw on top of a wall:
    20170629114419_1.jpg
    Right here, on top of this wall, there appears to be visible nodraw.

    20170629114433_1.jpg
    The wall with the nodraw.
     
  19. Idolon

    aa Idolon the worst admin

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  20. Pocket

    aa Pocket When all you have is Hammer...

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    Protip: Arches don't need to be func_detailed as long as the areaportal brush matches the contours of the arch. It's only outer curves that cause optimization headaches. The actual arch looks janky to me anyway. Not enough polys, middle two angles are noticeably steeper than the rest.