PL Pl_Breadspace B10a

An asteroid themed payload map set inside a deterioating red base.

  1. Custard1

    Custard1 L1: Registered

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    Pl_Breadspace - An asteroid themed payload map set inside a deterioating red base.

    An asteroid themed payload map set inside a deterioating red base. Blu must push the cart through to the underground mining installation, Red has to try and stop them.
     
  2. Custard1

    Custard1 L1: Registered

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  3. Custard1

    Custard1 L1: Registered

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  4. Custard1

    Custard1 L1: Registered

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  5. Custard1

    Custard1 L1: Registered

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  6. Custard1

    Custard1 L1: Registered

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    ART PASS!
    • Most of the map has recieved a major art pass. Some areas still need detailing but the highlights:
      • BREAD MONSTER
      • Skybox details
      • New textures
      • Better geometery
      • Displacements
    • Exploding Bread fatties have been added. They behave like Pumpkin bombs.
    • Logic and collision fixes (players will no longer get stuck inside the cart)
    • Sounds
    • Cp2 and Cp3 area has been changed a fair bit with art pass
    • New one-way path, from behind CP2, leads out the cave in Arena 3. Allows Blu to flank defenders, and Red to fall back.

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

    aa MegapiemanPHD Doctorate in Deliciousness

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    Feedback time:

    Firstly, I love the pun in the name
    Secondly, your custom bread monster sounds aren't packed correctly as they come up as missing in the console

    now for screenshots
    20201009135707_1.jpg 20201009135705_1.jpg
    -lil seam by some of these barriers
    20201009141041_1.jpg
    -dark hallway in red final spawn
    20201009135227_1.jpg
    -clip this smooth in blu first spawn
    20201009135838_1.jpg
    -incorrect reflections here, the pipes could also use some more angles to appear rounder
    20201009135744_1.jpg
    -clip these things smooth. They stick out too much to just remove collision but can cause me to bump into them
    20201009135629_1.jpg
    -I can get here? Just...floating in the corner
    20201009135623_1.jpg
    -also the corner textures are all messed up
    20201009135250_1.jpg 20201009135245_1.jpg
    -these things not only appear and disappear based on how you look at them, they also don't look very...TF2y. Looks like something from Ratchet and Clank
    20201009135850_1.jpg
    -clip it smooth
    20201009135304_1.jpg
    -dark
    20201009135217_1.jpg
    -prop clipping out of wall
    20201009140051_1.jpg
    -clip it smooth
    20201009140842_1.jpg
    -what is this pile? It looks like....manure? Why is there manure here in this stainless steel room?
    20201009135402_1.jpg 20201009135405_1.jpg
    -the bread monster pumpkin bombs just disappear when they explode, no effects or anything.
    20201009140350_1.jpg
    -floating crate sticking into the wall
    20201009140505_1.jpg
    -clip it smooth. May just want to make it a square to make things easy on yourself
    20201009140643_1.jpg
    -very low ceiling here
    20201009140441_1.jpg
    -reset these pipes into the wall so they don't block player movment
    20201009141232_1.jpg
    -clip
    20201009135422_1.jpg
    -should probably put one cubemap at the corner and asign it to all the brush faces for the reflective window here. Also maybe up the scale for some nicer reflections if the map can handle the extra file size
    20201009135649_1.jpg
    -clip the props
    20201009140332_1.jpg
    -low ceiling again
    20201009140016_1.jpg
    -This smoke is a bit much. I get it's sorta coming from the rocket up there but that's difficult to tell from anywhere ground level
    20201009135545_1.jpg
    -clip the rock smooth
    20201009140451_1.jpg
    -I think these resupply cabinets are from koth_dewm's assets and, while they are nice, that stuff never really fit TF2 to me. They stand out a lot next to the games stock props.
    20201009140226_1.jpg
    -these railings just stop and start without any explanation. There's nothing even under them on the right side to hold them up
    20201009135933_1.jpg
    -while the out of control elevator is neat, it just kinda disappears and reappears out of nowhere. Elongate the shaft so light naturally darkens farther away and hides the trick.
    20201009141120_1.jpg
    -wheelbarrow in space? Something about it just feels out of place to me.
    20201009140152_1.jpg
    -clip it smooth
    20201009135338_1.jpg
    -something weird going on with the skybox here by blu's first spawn
    20201009141010_1.jpg
    -if it bleeds, you can kill it
    20201009140748_1.jpg
    -The bread monster doesn't have a collision mesh, so ragdolls just go through it
    20201009140626_1.jpg
    -say it with me, clip it smooth
    20201009140423_1.jpg
    -this displacement looks very weird
    20201009135159_1.jpg
    -hey look, a pixel sightline right to blu's spawn points.
    20201009140714_1.jpg
    -also works the other way but not as useful
    20201009135437_1.jpg
    -really dark panel compared to the surrounding environment
    20201009140901_1.jpg . 20201009140916_1.jpg
    -the tentacles at last are neat. The map could use more stuff like this
    . 20201009140235_1.jpg
    -most of the interesting things in the map, being the bread monsters, are sparse and hidden away. TF2's space assets are rather bland so more of this stuff around could help spice it up a little
    20201009140407_1.jpg
    -clip the pipes smooth on the sides and top
    20201009141440_1.jpg
    -I feel like maybe the stars/clouds/stuff in the skybox should just slightly rotate to help the map feel a bit more alive. Not by much, mind you, but just a tad as time goes on
    20201009140616_1.jpg
    -Clip this wall lip smooth
    20201009140823_1.jpg
    -Going to be honest here, the monster already looks dead. It's got a basic breathing animation which is nice but it's just kinda flopped down there looking like a sad dog in a kennel :(
    20201009140807_1.jpg
    -navigating around this tendril is kind of annoying since you can only walk onto it from the front
    20201009135538_1.jpg
    -use an info_lighting on the dark rock here
    20201009141308_1.jpg
    -The drill cart is neat.
    20201009135530_1.jpg
    -this shipping container feels out of place in space. I mean, this map is in space, can't we get a tad bit more interesting than your bog standard and dull shipping container that's used all over the place in other maps?
    20201009140135_1.jpg 20201009140125_1.jpg
    -these little gaps between the ground and platform are just large enough to fall into, but small enough to think you'll walk over it. Maybe close them up some more so players can't fall through?

    That's it for now. Looking forward to seeing how this map develops when the next version is bready.
     

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  8. Custard1

    Custard1 L1: Registered

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    More art passing
    • Vent room at last
    • Red Spawn 2
    • Other minor areas
    • Ambient outdoor lighting has been raised to help with visibility
    • Fix to normal maps on outdoor textures to be using a DirectX normal rather than OpenGl

    Read the rest of this update entry...
     
  9. Custard1

    Custard1 L1: Registered

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    B10, mainly an update to address an issue that crashed servers, and some bug fixes. Also some optimisation.

    -Reduced entity count
    -Model fade on some high poly props
    -Particles are now packed into the map... hopefully
    -Tons of little bugfixes, more to come

    Big thanks to Sierra Foxtrot for a lot of the bug fixes and Stealth for bringing up the entity count issue

    Read the rest of this update entry...
     
  10. Custard1

    Custard1 L1: Registered

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