whoa hey itd, where have you been man
I traveled to India and climbed Mt. Everest to find myself, to inspire myself.
(I mostly stick around and test maps on Knifeback because they give tons of feedback and berate me when I do stupid things they're only doing it out of love :blushing: )
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30019.jpg
Lots and lots of windows with lights on, maybe BLU should start saving power, by switching some of those lights off - I think it would make it look less repetitive. Nice mountain in the background! On the right side, the wood grain is perpendicular to the angled beam (under the awning). And I don't know if its already there, but I think scaling your water to one, in lieu of 0.25, will make it look better.
I liked it with the lights on, made the base look used and provides a light direction for the attacking team to move towards. I'll look at turning some of them off. I need to check the water scaling, I think its .5 or 1 already. I will check when I get home!
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30018.jpg
Same here with the water. I think you could make the displacement mapping on the gold a bit more obvious (or just get rid of the gold), and maybe change up some of the cover walls into something else, unless its Hydro, these things get very repetitive very quickly, especially when orientated in the same direction.
Nah I gotta keep the gold, it provides an objective for the attacking team, like the rocket in well or the elevator into the base in badlands. I'll dial up the displacements.
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30020.jpg
It's not a mid point people are going to be jumping around about, and I mean that literally because it's indoors, and frankly quite flat. I wonder if you could add a a bit more height-based gameplay here, in the vein of Well.
I had a building on the point and it just proved to be frustrating as demos could clear the point really fast. People asked me to remove it and unify the building into one battlezone. I think I could re-add something, I've got some ideas and I'll do some sketches.
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30021.jpg
The long building in the top left could do with some more interesting architecture on it, rather than just being one long 'ol flat angled roof. And I never noticed this before, but that point is above the ground, it looked flat from the angle in the screenshot - should provide some pretty unique gameplay there, however its extremely exposed, I don't know if you want to be wary of snipers poking their head out of the garage door in shot.
No one else mentioned the building, so I don't think it gets looked at much during play. I'll fiddle with it and make it look less blocky. Snipers weren't a problem with cap 2 as far as I remember. There was a spot on last that was a problem which was fixed in beta 2.
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30022.jpg
I don't really like the wood in here. Sure it fits RED's theme, but I can't say it fits with the theme of the map, which is an industrial trainyard, and I think metal would work better towards the overall theme.
I agree. I'll try some metal but I'm leaning towards brick right now. I want to keep that interior building metal so theres some idea that the buildings been updated and modified since its original construction.
http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30023.jpg
The roof of the middle. building is very flat (if curved surfaces were flat) and boring, you could spice it up a bit somehow. And the specularity on that surface is really cool :O
You should download the map and check it out

All the outdoor surfaces have specularity applied and theres a thunderstorm that rattles off thunder/lighting every 10 seconds or so! Plus the nice rain effects that I think are an improvement over Sawmill.
EDIT: About the roof, I was looking at ways to make it more interesting, but couldn't come to a conclusion that I wanted to get in this version. I'll see about adding some trim or something nice.