TF2: cp_crevice(b3)

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TF2: cp_crevice(b3)

Postby GMijango on Wed Apr 07, 2010 5:41 am

Hello,

This map has been made by me on and off since forever it seems, it's finally approaching something im happy with, although there are a few elements that I'm not particularly fond of, i just haven't thought about an adequate replacement yet. I've had feedback from a decent number of people, but i'm casting my feedback net much wider this time:

New version:

cp_crevice_b4: http://www.fpsbanana.com/maps/132195

B4: changelog

Fixed Spawn times, done right this time.
changed Cap time of B
Some minor detailing
Fixed alpha painting in a few spots
Fixed displacement errors
Changed textures here and there
Few lighting changes
Moved ammo/health pickups

Feedback:
Any and all.
Looks, design, pickup placement, texturing, balance, gameplay, anything and everything no matter how big or small I'd like to know your thoughts on it.

Details:
2 CP Attack/Defend,
Daytime,
Lotta trees
There is an area in Red base that has been on the bottom of the todo list forever, the window looking out on the flatbeds, I'm aware this area isn't done, i'll get to it eventually

I look forward to hearing some feedback from you

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Last edited by GMijango on Sat Apr 17, 2010 9:09 pm, edited 2 times in total.
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Re: TF2: cp_crevice(b3)

Postby cdxx on Wed Apr 07, 2010 7:43 am

I really like what you have going so far, looks impressive. I don't have much but there are a few things that I think can spice it up a little.

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not sure how many people get back here but that wall look a little too flat for a rock face... add some more variation to the displacement and maybe add better support for the rail structure towards the top.

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Probably not your fault and it's the angle the screenshot was taken but the skybox looks funny with the trees ending the way it does up there.

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the ominous red structure on this shot looks a little to orthogonal which should be reserved for blu buildings primarily. I would add more angular geometry to this building to coincide more of the Valve's building style for Red.

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the next 2 shots are of the same building but from different angles. I would simply give it another detail pass and add some eye candy to the sturctures.

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the doorway into the left area there looks bland. I would either add more depth to the wall (too thin) or add the same support structure like you have on the right entrance. (or both ;-) Some beam up top would really do some good in this room too...

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give that skybox geo some more detail. looks a little rushed and even though players running through you map might not notice screenshots will certainly show it.

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Great shot, maybe add a little more variation to the displacement that is marked.

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Again, love this shot, but something about that ramp looks odd to me. Maybe it's the texture, displacement or angle the screenshot was taken.

Again over all I think you're doing a great job. Nice to see quality work like this come from the community.
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Re: TF2: cp_crevice(b3)

Postby Unstoppable Florence on Wed Apr 07, 2010 8:03 am

Looks like a very promising map, but I'm gonna have to go right out and sugest you use a different name. Crevice, hurhurhur...
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: TF2: cp_crevice(b3)

Postby GMijango on Wed Apr 07, 2010 10:09 am

Yeah the name is terrible, it is purely a placeholder until i can think of/someone suggests better.

Thanks for the draw-overs cdxx, it is extremely helpful. It's probably the way I've painted the Alpha on that ramp that's off, it's an older screenshot, I've recently redone the Alpha throughout the map.
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Re: TF2: cp_crevice(b3)

Postby GMijango on Sat Apr 17, 2010 9:08 pm

New version:

cp_crevice_b4: http://www.fpsbanana.com/maps/132195

B4:

Fixed Spawn times, done right this time.
changed Cap time of B
Some minor detailing
Fixed alpha painting in a few spots
Fixed displacement errors
Changed textures here and there
Few lighting changes
Moved ammo/health pickups


few screenshots of the changed areas.
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