Stockpile

Stockpile B2

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I don't really think I will change the theme to alpine. But I will try to put more fences on the edges for a better view on the 3D skybox (which I will not make yet :D).

So I started texturing some things outside:

ctf_stockpile_a80001.jpg


I won't add lots of props/overlays yet because it's hard to change little bits of layout when it's full of clutter already. :)

Edit:
ctf_stockpile_a80003.jpg
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Moar textures and leetle detail!

ctf_stockpile_a80017.jpg
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
ive seen it on another map in here recently and now on yours as well. the crate on the tractor wheel just looks out of place, imo. why would anyone put the crate upon there in the first place - it just looks weird and totally random, imo.

same for the pile of random wodden palette props on this screen:
http://forums.tf2maps.net/geek/gars/images/3/0/5/5/ctf_stockpile_a60002.jpg
it looks forced random - which is bad thing, imo. you can keep all the elements but please don't make the crates that fragile looking. it may sound like a minor thing, but i think it looks disturbing in a weird way. also i'd lower the place where the intel is situated. it looks too heavy and massive, i'd say.

the general feel of the place on this screen:
https://dl.dropbox.com/u/754215/ctf_stockpile_a80017.jpg
is lovely, though. i'm liking the vibe i'm getting from it :)

i think you're on a really good way, just keep an eye on such minor things before you move even further with detailling !
 

Tinker

aa
Oct 30, 2008
672
334
Actually the wooden props pile is the exact same as in ctf_well, and both are used for climbing things (there it's the train, here it's the house). That said, I agree that the tractor wheel, crate and barrels look weird and need to be replaced with something.

And yes, it is starting to look damn good :)
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Do you guys think the gameplay is good enough to go beta?
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
go and detail and don't ask less important questions like alpha beta naming conventions ;)
it's just a name. doesn't change anything about the quality of your map.
you're just searching for reasons not to start :D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You might wanna look into updating your thread images in the OP.

I'll give it a walk through when i can, but since you get so many impromptu tests it's probably redundant trying to "predict" player habits/tendancies in relation to your maps features.

But i could probably help a little more in regards to detailing.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Not enough green in that intel courtyard, feels bland! (Dunno about the rest of the map, just judging from the screen shot)
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Ok, the whole map is 99% free of dev textures now and is basic detailled. :D

Screenshots!

ctf_stockpile_a80029.jpg

ctf_stockpile_a80032.jpg

ctf_stockpile_a80034.jpg

ctf_stockpile_a80035.jpg


And some rooms with little more detail:

ctf_stockpile_a80038.jpg

ctf_stockpile_a80037.jpg

ctf_stockpile_a80036.jpg


I will probably release an alpha first with the whole map detailled, than fix the issues which could appear, and than go beta. :D
 
Feb 14, 2008
1,051
931
The exterior areas look... dire. (Underdetailed). The change of skybox lighting I don't think has helped much at all, there are still huge shadows everywhere. I would've gone for a dimmer skybox, with some exterior lighting to brighten up the dark areas.

The interiors look nice though. I do however question the use of the 100% Grain Quality sign, when there are no grain bags in sight.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Those signs are too big, especially the "This Job Has Worked 0 Days" sign.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
The shadow on the concrete block in the 4th picture looks odd.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
like i said in the chat. the amount of overlays used is quite heavy...
i think you know the "details-how valve does it"-thread but maybe might wanna sneak it up. for the dev state you're in it's just fine, but later on, there sure needs to be more than just pretty signs :)
overall i'm very impressed with the progress you made so far. this is really shaping up into something very interesting.
still the crate on the tractor wheel is just distracting to my eyes. looks so random :/
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Woo! After playing Bad Company 2 too much I finally managed to release a8. :D

14/03/2010: A8:

- Textured everything and detailled (not fully done yet) the map.
- Optimized a little

Screenshots!

ctf_stockpile_a80057.jpg

ctf_stockpile_a80058.jpg

ctf_stockpile_a80059.jpg

ctf_stockpile_a80060.jpg

ctf_stockpile_a80061.jpg

ctf_stockpile_a80062.jpg

ctf_stockpile_a80036.jpg

ctf_stockpile_a80041.jpg

ctf_stockpile_a80063.jpg


Download!

I forgot to pakrat Novint stuff. -.-
 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
Look pretty beast.

You may want to do something more with the intel, it's just sitting there on a block of wood, maybe a wooden pallet, something that doesn't jump out as much as wrong really.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Look pretty beast.

You may want to do something more with the intel, it's just sitting there on a block of wood, maybe a wooden pallet, something that doesn't jump out as much as wrong really.

Yeah, I have been searching for ideas but I can get up with something good. That's also a reason why it's not b1 yet.

If you would have any, feel free to post them. :)