• Art Pass Contest: WIP Megathread!
    510 replies, posted
[QUOTE=treythepunkid;23844363][img_thumb]http://imgur.com/j1K2t.jpg[/img_thumb][/QUOTE] Is it going to land, or just hover around that same area the entire time? And oh god, your theme reminds me of Black Mesa. I really like it.
Here's a quick mockup of how blu spawn would look from the outside. Suggestions/improvements? [IMG]http://dl.dropbox.com/u/2951174/contest5/m15_4.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m15_1.png[/IMG] Also the new design of the right part of the building [IMG]http://dl.dropbox.com/u/2951174/contest5/m15_2.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m15_3.png[/IMG]
Blocked out the rest of blu spawn. [IMG]http://dl.dropbox.com/u/2951174/contest5/m16_1.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m16_2.png[/IMG] What do you think?
[QUOTE=TerabyteS;23853692]Blocked out the rest of blu spawn. [IMG_thumb]http://dl.dropbox.com/u/2951174/contest5/m16_1.png[/IMG_thumb] [IMG_thumb]http://dl.dropbox.com/u/2951174/contest5/m16_2.png[/IMG_thumb] What do you think?[/QUOTE] I think it looks awesome. That whole outside area looks so fucking awesome. I really love the lighting and those sun rays shining through the clouds on that skybox. The only thing I can really think of that looks off is having a computer room up inside such a farmy looking building. Even if we are shown that that building is just a cover for a spytech type base, having a clear computer room showing though that window looks slightly odd. Other than that it looks fantastic.
Shesh Terabyte, I sure hope you win. To be fully honest, treythepunkid, I think you are really over-doing it with unnecessary detail. The helicopter is cool and all, but really, that could be a framerate killer for a lot of people. Same with the huge amount of detail in areas that are not even reachable. Focus more on the playing field, and try to minimize detail on non-reachable areas. I'd say just remove the helicopter completely. And I'd say remove the tree-swaying. The trees are the last thing a player would be looking at while defending the point, and 95% of the time the player won't be looking at it, so it is just unnecessary detail and a possible framerate killer. It would really help keep your map optimized. So in short, I don't think you should keep the helicopter, the trees, the engineer, and the box railway thing, the gears, etc. all at once. All of that at once is just hell for a computer. Valve is looking for a well optimized map too, not a very nice, detailed one. I doubt the common gamer's computer can handle all those at once, unless you have a modern computer. You seem more focused on your animated models than on the actual map detail. That many animated models at once will really be a huge frame killer. Focus on the brushwork, and much much less custom modeling.
I think this is gonna be a close race between Trey, Tera, and Ritz from TF2maps.net.
[QUOTE=NanoSquid;23860005]I think this is gonna be a close race between Trey, Tera, and Ritz from TF2maps.net.[/QUOTE] Can you link to ritz' thread?
[QUOTE=Steak;23859787]Shesh Terabyte, I sure hope you win. To be fully honest, treythepunkid, I think you are really over-doing it with unnecessary detail. The helicopter is cool and all, but really, that could be a framerate killer for a lot of people. Same with the huge amount of detail in areas that are not even reachable. Focus more on the playing field, and try to minimize detail on non-reachable areas. I'd say just remove the helicopter completely. And I'd say remove the tree-swaying. The trees are the last thing a player would be looking at while defending the point, and 95% of the time the player won't be looking at it, so it is just unnecessary detail and a possible framerate killer. It would really help keep your map optimized. So in short, I don't think you should keep the helicopter, the trees, the engineer, and the box railway thing, the gears, etc. all at once. All of that at once is just hell for a computer. Valve is looking for a well optimized map too, not a very nice, detailed one. I doubt the common gamer's computer can handle all those at once, unless you have a modern computer. You seem more focused on your animated models than on the actual map detail. That many animated models at once will really be a huge frame killer. Focus on the brushwork, and much much less custom modeling.[/QUOTE] I disagree, it's the little things that add to the immersion, although it's true that he's putting too much effort into it.
[QUOTE=CrazyBaconLegs;23860416]Can you link to ritz' thread?[/QUOTE] [url]http://forums.tf2maps.net/showthread.php?t=14184[/url] He's doing an archeological themed map. [editline]03:25AM[/editline] Personally, I like RaVaGe's map the best: [url]http://forums.tf2maps.net/showthread.php?t=14174[/url]
[QUOTE=wewt!;23860513]I disagree, it's the little things that add to the immersion, although it's true that he's putting too much effort into it.[/QUOTE] I disagree as well, i'm hoping the little added details of my animated props will create a more "alive" environment to fight in. Also, could someone explain to me why my animated props will cause lag? They are NOT all going to be rendered at the same time, once the map is properly vis-leafed out and such only a couple should be rendering on the PC at one time. Also they all (minus the autominer) have a MAX of 3 bones. Besides i would rather go overboard with models then cut them if needed then to not have enough models to portray my idea of what the map should look like.
[QUOTE=treythepunkid;23859468]I think it looks awesome. That whole outside area looks so fucking awesome. I really love the lighting and those sun rays shining through the clouds on that skybox. The only thing I can really think of that looks off is having a computer room up inside such a farmy looking building. Even if we are shown that that building is just a cover for a spytech type base, having a clear computer room showing though that window looks slightly odd. Other than that it looks fantastic.[/QUOTE] Woah thanks! Yours looks awesome too :buddy:
[QUOTE=Uber_Tofu;23860521][url]http://forums.tf2maps.net/showthread.php?t=14184[/url] He's doing an archeological themed map.[/QUOTE] God, I think that looks awesome. Reminds me of that one custom payload map I played a long time ago. Can't remember the name for the life of me. But yeah, the race is getting pretty close, but I wonder how weighted unique-ness will be compared to sheer visual beauty in the judging. You guys keep up the awesome work nonetheless.
Tera I love what your doing with the map but my god Optimize your fucking screen shots They're taking forever to load and trey why not add some spinning dust particles and make those cables blow around unless you are already planning to.
[QUOTE=Hawt Koffee;23879666] but my god Optimize your fucking screen shots They're taking forever to load [/QUOTE] I'm sorry. What? Optimize a screenshot? [QUOTE=Hawt Koffee;23879666] and trey why not add some spinning dust particles and make those cables blow around unless you are already planning to. [/QUOTE] I already have plans to do so.
[QUOTE=Hawt Koffee;23879666]Tera I love what your doing with the map but my god Optimize your fucking screen shots They're taking forever to load and trey why not add some spinning dust particles and make those cables blow around unless you are already planning to.[/QUOTE] They're png. Sorry I'm not gonna bother converting.
[IMG]http://dl.dropbox.com/u/2951174/contest5/m17_1.png[/IMG] Shot from blu spawn interior [editline]03:59PM[/editline] Exterior: [IMG]http://dl.dropbox.com/u/2951174/contest5/m18_1.png[/IMG]
[IMG]http://dl.dropbox.com/u/2951174/contest5/m19_1.png[/IMG]
This thread made me give up trying on my map :crying: I mean how the fuck do I compete with a Generator and a Chopper floating above the point. :eng99:
I hope Tera, Trey or Ritz win. They're my favorite maps.
terabyte, for the most part your map looks pretty well lit but those sawblades seem to just stick out like a sore thumb, I'm not sure if it's just the screenshots but make sure they don't look like solar panels ingame. Also there's something that bothers me about those boards on one of the rooftops, I'm not sure what it is exactly, but it just seems like it's kind of slapped on. [QUOTE=TerabyteS;23708057] [IMG]http://dl.dropbox.com/u/2951174/contest5/m9_4.png[/IMG] [/QUOTE] These boards are what I'm talking about.
Yeah those wooden boards are kind of stupid there, I'll remove them soon. About the sawblade, maybe it sticks out a bit too much because of the lack of cubemaps (too lazy to compile them), but maybe I'll move those.
New pics. I've changed the spawn texture. Have a look at the interior. Does it look too large? [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_1.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_2.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_3.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_7.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_9.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m21_10.png[/IMG]
You still have not failed to impress me.
Ritz never ceases to amaze me. [img]http://dl.dropbox.com/u/1848073/TF2%20Detail%20Contest/artpass_ritz0003.png[/img]
:eek:
Ritz is the shit: [media]http://www.youtube.com/watch?v=xXViaWAIvxs&feature=youtu.be[/media]
[QUOTE=Galago;24003977]Ritz is the shit: [media]http://www.youtube.com/watch?v=xXViaWAIvxs&feature=youtu.be[/media][/QUOTE] That is awesome :O
Here's the BLU spawn, I think it's almost finalised (my only doubts are with the lighting) [IMG]http://dl.dropbox.com/u/2951174/contest5/m23_1.png[/IMG] C&C? :D
Detailing looks great, you could make it a bit darker, though.
[QUOTE=usaokay;24009539]Isn't Chemical Alia working on a Saharan bazaar themed map?[/QUOTE] She's making the props, textures and models. Her friend is making the map though.
Sorry, you need to Log In to post a reply to this thread.