[QUOTE=Baboo00;24925189]I'm just going to put this here. Lots of good articles about map detailing.
[url]http://www.nodraw.net/[/url][/QUOTE]
This guy is right. Read it.
[QUOTE=TerabyteS;24925271]This guy is right. Read it.[/QUOTE]
Well, it applies to you a little bit too. The health/ammo decal is the most important thing because it has a direct effect on gameplay. Some more models and decals around important doorways might be nice if they're not already there. Cables really liven up the map and can be used to direct attention to important areas. Rain gutters and chimneys instantly make the maps look more interesting without much effort. Also, I'm not seeing enough huge signs pointing out where to go. It should end up looking somewhat like [url=http://www.nodraw.net/wp-content/uploads/2010/08/cpbadlands0003cc2.jpg]this[/url]
[QUOTE=Baboo00;24925798]Well, it applies to you a little bit too. The health/ammo decal is the most important thing because it has a direct effect on gameplay. Some more models and decals around important doorways might be nice if they're not already there. Cables really liven up the map and can be used to direct attention to important areas. Rain gutters and chimneys instantly make the maps look more interesting without much effort. Also, I'm not seeing enough huge signs pointing out where to go. It should end up looking somewhat like [url=http://www.nodraw.net/wp-content/uploads/2010/08/cpbadlands0003cc2.jpg]this[/url][/QUOTE]
I know that, but in my jobs list it's the last thing. First thing is the geometry.
[editline]10:05PM[/editline]
Phew, I've just finished sealing the map and managed to properly represent the C building. I think I'm gonna live 9 years less
Hey Tera, great progress.
If you'd like, you might get more focused feedback from an aesthetics point of view if you post your WIP shots over at Polycount. There's great feedback here, but the community @ PC is entirely focused on this sort of thing. (This is just a suggestion, as you're clearly do just fine with this group of people.)
My initial feedback is right now it feels very well executed, but this is a theme i've seen countless time in Team-Fortress 2. This is a contest, so you have to think what will this level provide that stands out above the rest besides execution?
Someone - perhaps it was you - was using a lot of fall colours in their trees and textures, it immediately felt new yet familiar. Little touches like this go a long way. Do you have an artist helping you out? Or are you comfortable with the tools and your skills to do this on your own?
the one with the orange leaved white barked trees is nanosquid, the OP
[QUOTE=treythepunkid;24255449]Hey guys, haven't said much in awhile. I have been too busy jizzing over all of Wharks map pictures. That theme = genius.
Anyway, here is a update on my map.
[img_thumb]http://imgur.com/VNJey.jpg[/img_thumb]
[img_thumb]http://imgur.com/oDsGA.jpg[/img_thumb]
Started to lightly detail and play around with geometry. Its pretty minimal/shit atm.
Also here is a something i have been working on as well.
[media]http://www.youtube.com/watch?v=mjmgXTONT58[/media]
I have big plans for that area, i like big open spaces. The inside areas where really getting to me.
Also, i have been working on random poop for other people as well!
[img_thumb]http://imgur.com/WdsEG.jpg[/img_thumb]
[img_thumb]http://imgur.com/oixhV.jpg[/img_thumb]
Bet you never thought you could see solar panels bend like that!
[img_thumb]http://imgur.com/sjNcK.jpg[/img_thumb]
I love space themes
God dammit, how the hell is Valve gonna choose between Ritz, Wharks and Teras?
I feel like i should just help someone model stuff cause i feel like i cant detail worth shit compared to those 3 guys. I'm just so fucking slow.
Thats all for now.
I love you[/QUOTE]
You should make a room where the make the golden wrenches.
[QUOTE=manchild;24927379]Hey Tera, great progress.
If you'd like, you might get more focused feedback from an aesthetics point of view if you post your WIP shots over at Polycount. There's great feedback here, but the community @ PC is entirely focused on this sort of thing. (This is just a suggestion, as you're clearly do just fine with this group of people.)
My initial feedback is right now it feels very well executed, but this is a theme i've seen countless time in Team-Fortress 2. This is a contest, so you have to think what will this level provide that stands out above the rest besides execution?
Someone - perhaps it was you - was using a lot of fall colours in their trees and textures, it immediately felt new yet familiar. Little touches like this go a long way. Do you have an artist helping you out? Or are you comfortable with the tools and your skills to do this on your own?[/QUOTE]
Thanks for the feedback! Well, I've visited PolyCount a few times and I think it's a nice community. I might try to squeeze in a few pics tomorrow ;)
As for the map itself, I originally was going for sawmill theme and setting, mixing in a bit of thundermountain's ideas (the cloudy custom sky created by Gooba was meant to be rainy, but then I decided it was not a good idea). The grass was green, and I was using conifer trees. Then, after the lots of complains about the theme not being unique enough, I decided to experiment a bit and came up with a blend texture which featured a blend between a mud texture and an orange version (made in Photoshop in a very effortless way :P) of trainyard grass. Then I asked Acumen (a very nice modeller with great skills) to help me a bit with foliage props and he created a handful of awesome birch trees. So the map went from sawmill/thundermountain only to a new theme, still mixing the mountain/open lands feel from the two themes but with the twist of autumn setting. At that moment I were creating point A, and it came out like a loading/shipping bay, but missing a few things (I'll be improving it in the coming days).
After that I went on to B, and when I was creating the outlands I realised that the map could be about the fight over a flour mill, which would be C. Some of the interior areas are already focused on that concept, but I still need to work out what to do with the point itself (I'll be posting pictures of the current progress later, when the compile is done). Acumen is still helping me with props, and today he's made me an open version of the grain sack, and he's also currently working on a few milling machines.
About skills and tools, if you mean model creation, I've got some experience yes (I've created a few hats and models) but not nearly enough to be able to make my own props.
I've currently got 55 versions of the map, because I'm planning on doing a video like the one made for viaduct, showing the evolution of the map.
I calculated that compiling all the 55 maps would take me 1 month if i compiled two a day (they take 1 hour each)
If you'd like to, you can add me on steam. My nick is "TerabyteST", and you could ask me questions about various stuff there.
In other news: while I was writing the compile finished so here comes a huge load of pics
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_6.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_7.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_8.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_9.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_10.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_11.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_12.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_13.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_14.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_15.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_16.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m55_17.png[/IMG]
/end of shitload of pics
Yeah some areas are still too dark, but its because I got fooled by wrong HDR settings while testing them.
[editline]11:25PM[/editline]
[QUOTE=NanoSquid;24928344][URL="http://forums.tf2maps.net/showthread.php?t=15122"]A challenger appears.[/URL][/QUOTE]
I dont like it. It looks more like fallout than TF2.
[QUOTE=NanoSquid;24928344][URL="http://forums.tf2maps.net/showthread.php?t=15122"]A challenger appears.[/URL][/QUOTE]
Has there ever been an urban themed map for TF2? Because this is the first I've seen.
I think that the urban one will win, it looks [b][u]SO[/u][/b] cash
[QUOTE=Communist Cake;24928457]Has there ever been an urban themed map for TF2? Because this is the first I've seen.[/QUOTE]
that's not urban it's industrial
Acegikmo's is my new favorite, sorry Tera. The last point is just so :gizz:
As much as I like barns and sheds, the urban look would really add some flair to tf2 and looks really well on its own even at this point.
[QUOTE=NanoSquid;24928758]Acegikmo's is my new favorite, sorry Tera. The last point is just so bad[/QUOTE]
fixed. how can you like such an unfitting theme.
[QUOTE=TerabyteS;24934266]fixed. how can you like such an unfitting theme.[/QUOTE]
Its unique and it looks good
[QUOTE=TerabyteS;24934266]fixed. how can you like such an unfitting theme.[/QUOTE]
Just because you don't like his doesn't mean its bad.
[QUOTE=bigbadbarron;24934866]Just because you don't like his doesn't mean its bad.[/QUOTE]
I like it, but it doesn't fit tf2. too modern, too clean, too "sci-fi"
[QUOTE=TerabyteS;24937645]I like it, but it doesn't fit tf2. too modern, too clean, too "sci-fi"[/QUOTE]
I totally disagree, it's no more sci-fi than the interior of Granary, Hydro or any other map that pulls strongly from old sci-fi movie tech. And the interiors are still very 60's modern, and a very nice new approach to the color scheme and use of the assets, while the exteriors feel pretty classically TF2 to me as well.
ok, I won't argue no more. I have work to do.
[IMG]http://dl.dropbox.com/u/2951174/contest5/m56_1.png[/IMG]
little overhaul at A
Honestly i agree to tera instead. I prefer much more that style
old pic for comparison
[IMG]http://dl.dropbox.com/u/2951174/contest5/m51_4.png[/IMG]
Tera - I love the new direction of it being overly dirty. I'd push this everywhere, if you could. Make it feel like the place is dilapidated or defunct and the wind has been carrying dirt all through it.
Break objects, bend roofs. Upward is a perfect example of this sort of treatment, although I think your current pics sells the idea of it being this way for much longer than Upward.
Wow, Acegikmo's map just blows everything else away.
[QUOTE=manchild;24940988]Tera - I love the new direction of it being overly dirty. I'd push this everywhere, if you could. Make it feel like the place is dilapidated or defunct and the wind has been carrying dirt all through it.
Break objects, bend roofs. Upward is a perfect example of this sort of treatment, although I think your current pics sells the idea of it being this way for much longer than Upward.[/QUOTE]
Thank you! Well, it wasnt really my idea to make it look abandoned, it was more like to give out the idea that the people using it do not really care for the aspect of the buildings as long as they can still do their work there, and thats why it feels a bit abandoned. You can notice I've also changed the sky light color there a bit. It might have gotten better now.
I'm gonna have a look at Upward soon, to see what you mean.
[QUOTE=TerabyteS;24940648][IMG_thumb]http://dl.dropbox.com/u/2951174/contest5/m56_1.png[/IMG_thumb][/QUOTE]
I love it.
[editline]04:01PM[/editline]
I agree with Manchild, but make sure that you don't overdo it to the point where the map is ugly.
[QUOTE=ChemicalAlia;24940174]I totally disagree, it's no more sci-fi than the interior of Granary, Hydro or any other map that pulls strongly from old sci-fi movie tech. And the interiors are still very 60's modern, and a very nice new approach to the color scheme and use of the assets, while the exteriors feel pretty classically TF2 to me as well.[/QUOTE]
*cough* Nucleus *cough*
I agree too
tiny itty bits of work outside blu spawn
[IMG]http://dl.dropbox.com/u/2951174/contest5/m59_3.png[/IMG]
god its been almost 2 months ive been working on this
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