nitewalker
L2: Junior Member
- Aug 5, 2014
- 64
- 142
updated the roof color (now a little darker), also been working on the backdrop...at first I was really excited to do something cold and dark, but as the real winter is starting to kick in I'm starting to reconsider turning it into a super happy lala land with rainbows and mushrooms...
(I also switched out the skymap to one of the standard tf2 ones)
I think it looks fineNeed to scale that mountain down a lot. At least half, but ideally to a quarter of what it currently is
updated the roof color (now a little darker), also been working on the backdrop...at first I was really excited to do something cold and dark, but as the real winter is starting to kick in I'm starting to reconsider turning it into a super happy lala land with rainbows and mushrooms...
(I also switched out the skymap to one of the standard tf2 ones)
Don't make the cliff too open though (unless it's a high risk-high reward flank like on upward). You'll make the Pyros happy.I started working on a pl map that I'm gonna call pl_altitude. The cart travels along/up the face of a cliff and will eventually end up at the top.
Here's what i have so far, but please pardon the darkness in some places lol i forgot to put up lights.
Need to scale that mountain down a lot. At least half, but ideally to a quarter of what it currently is
roof color swap is great, definitely meshes better with the tf2 style now, same with the skybox. as for the mountain, its not necessarily the scale that is the issue, just the way its defined. it looks like it would make an excellent mountainous backdrop to a counter strike map, but it doesn't work so well with tf2. take a look at some tf2 maps with mountainous backdrops and see how they do it in keeping with the artstyle, also maybe take a look at this video, it has some great mountainous areas/skyboxes
your mountain does seem sort of overwhelming right now because it is so detailed, large and close to the playing area, as well as having a texture that sort of clashes with the tf2 aesthetic.
looks really good otherwise though, also make sure you get the map tested before you get too far into detailing
That doesn't look very fun to play on, there's two paths to take to the point (which is tiny and dark) both of which are open and flat. Look at how Viaduct and Lakeside work: they have the point in a large area, then a tall structure with battlements, then a yard to access said battlements, then another structure and finally the spawn. Try doing something similar, where the point is overlooked by some good places to attack from but it's difficult for the team owning the point to push into the enemy's yard. I'm no koth mapping pro but I'd say that'll be a better start than what you have up there.