WiP in WiP, post your screenshots!

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
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344606-impactarena_large.jpg

thats what it is :p
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,712
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More custom modeling? Geez, dude, you're gonna be approaching Ironworks levels of map size pretty soon.


...I didn't say stop.
 
Mar 23, 2010
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a giant dinosaur with a laserbeam in it's mouth. plz give me credit in final release.
 
Sep 1, 2009
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Why do I get the feeling that 'Zig' is going to have more custom content , than tf2 itself.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
2,534
A junky compile, some inconsistent and bad lighting in a lot of places, but you'll get the idea, hopefully.

detail_pass_095.jpg
 
Last edited:
May 2, 2009
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A junky compile, some inconsistent and bad lighting in a lot of places, but you'll get the idea, hopefully.

detail_pass_095.jpg

So much detail in places where I wont be looking at and so few where I will be looking at. I feel your map will be buried under details and player can't focus on playing area based on this image. Thats why it's hard to tell where player can go or rocket jump.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
I agree with TomHoen and i've mentioned it before. There's a lot of nice details that just don't happen to fall into player FoV's. Ontop of the fact that much of your detail is on the cliffs above the players heads the tall buildings ontop of tall cliffs blocks out the sunlight in most of your stages, which doesn't help the condition of the grey walls and floors everywhere. A little sunlight would increase some colour saturation, most other light sources tend to typically be white.

Also, the RED wooden buildings also seem overly neat and tidy.
 

soylent robot

L420: High Member
May 26, 2009
499
394
i expected that awesome bridge model to be a centrepoint of the map, not just...above where the players would be fighting and not affecting the layout or anything.

unless folks can actually get up there, in which case, yay.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
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A lot of those cliff buildings on the left (in top image) could be simplified and made less detailed and put some of that detail into areas where people are actually fighting.

This is starting to apply a lot of other parts of map, on stage 3 B you have really detailed warehouse in distance but it can be barley seen and not many people are going to be looking at it.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
2,364
2,729
cp_ladders_on_tall_buildings

I don't like the varying industrial textures (metal, concrete, not-wood etc) near the point. IMO there's too much stuff going on and it looks like a couple of smaller buildings that magically fit together perfectly.
 

littleedge

L1111: Clipping Guru
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Mar 2, 2009
986
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I feel like the only reason you're saying that it has too much detail in places the player won't see is because he's showing screenshots of the detail he's done in places the player won't see. He's showcased the areas. While in game, you're right - A player will not notice all the wonderful buildings on the cliff. However, it's like that in all maps. You have a bunch of detail in places you don't normally look at when fighting the other team. If you had detail in the yards and on the points, you wouldn't ever take them in because you're fighting in the yards and on the points.

How many times have you gone through a Valve map and been like "Oh shit, I never saw this before. That's cool" or some other similar exclamation when you're not shooting a scout in the face with a crocket or otherwise playing the game? You notice the detail when idling around waiting for a fight. And detail on the cliffs will do just that.

If anything, there needs to be a tad bit more detail on control points for the sake of letting them be beacons so everybody knows their target.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
1,228
Yeah, we get that, but the last two points of last stage feels like a lot of the attention to detail went only to those thing that make people go "Oh shit, never saw that before"