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[TF2] cp_unnamed (updated)

  • DvS
  • June 13, 2008 at 5:47 PM
  • DvS
    • June 13, 2008 at 5:47 PM
    • #1

    Thought I'd stop spamming the wip screenshot thread and start my own.

    This is what the map textures looked like:

    [Blocked Image: http://img2.uploadhouse.com/fileuploads/2030/20300031defd6a0acf5e370ce454bcf2e996b66.jpg]

    [Blocked Image: http://img4.uploadhouse.com/fileuploads/2030/203000284e5fb6651c17e1dd3ddade3e0cb1f05.jpg]

    And this is what I'm trying out at the moment. It is pretty cheap, a blend between the cutout filter and some other stuff + a new normal map, but I can't help but liking it for some reason.

    [Blocked Image: http://img9.uploadhouse.com/fileuploads/2039/2039809801ee4c15d8b0b32f64334057b0d613f.jpg]

    I cropped out the textures that I haven't changed yet, they will require more work so if I end up going back to the other texture style, I won't lose as much time. Feel free to add input.

    Still orangemapping the layout, nothing concrete yet.

    Also, taking suggestions for names, cp_dust = no

  • Freak
    • June 13, 2008 at 5:54 PM
    • #2

    i like it

  • Deathy
    • June 13, 2008 at 8:46 PM
    • #3

    Looks nice so far!

    What about cp_orient or cp_oriental?

  • Zeta
    • June 13, 2008 at 9:40 PM
    • #4

    pl_orient is my chinese themed wip map so im going to vote no to that name.

  • Deathy
    • June 13, 2008 at 10:11 PM
    • #5
    Quote from Zeta

    pl_orient is my chinese themed wip map so im going to vote no to that name.

    Oh sorry, didn't know that. :-|

  • Freak
    • June 13, 2008 at 10:56 PM
    • #6

    cp_tilistic

  • Psy
    • June 13, 2008 at 11:02 PM
    • #7

    Looks nice. Are these made from scratch or reference images?

  • DvS
    • June 13, 2008 at 11:35 PM
    • #8
    Quote from Psycho

    Looks nice. Are these made from scratch or reference images?

    Ref pics, yes and no. When I look at them now they don't really resemble what I have at all.

    [Blocked Image: http://img1.uploadhouse.com/fileuploads/2041/20415112a074c7a339fd46ca85fe54d9738f163.jpg]

    Trying to get the look right, it doesn't seem to want to fit in nicely.

    The last texture worked close up, but tiled really badly with the chipped corners.

    EDIT: Progress, I hope....

    [Blocked Image: http://img0.uploadhouse.com/fileuploads/2041/20417508262cc02c13b73f783d46cef3b6e21dc.jpg]

  • DvS
    • June 14, 2008 at 6:45 AM
    • #9

    [Blocked Image: http://i32.tinypic.com/sdit5k.jpg]

    Red lines mark the setup doors that open simultaniously. Feel free to make suggestions.

  • Psy
    • June 14, 2008 at 10:12 AM
    • #10

    Too many small corridors I would say.

  • Jenn0_Bing
    • June 14, 2008 at 11:01 AM
    • #11

    I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps.

    As for the layout, i think it looks interesting. But i agree it looks a little corridor heavy at the moment.

  • e-freak
    • June 14, 2008 at 1:23 PM
    • #12

    the new texture is ace. very tf2sh

  • PogoP
    • June 14, 2008 at 1:33 PM
    • #13

    Those sticking-out bricks need to be pulled in by 8 units or so. As they are at the moment, they are just floating in mid-air!

  • DvS
    • June 14, 2008 at 4:26 PM
    • #14

    [Blocked Image: http://i27.tinypic.com/10mo0zq.jpg]

    Upper bit changed, lower stayed the same for comparison.

    Thanks for the suggestions!

    Quote from Jenn0_Bing

    I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps.

    I thought about replicating valve's style exactly, and while I could do it eventually, I don't think it's artistically sound to do it the same exact way. The new texture may be too noisy due to a sharp normal map though.

    Quote from e-freak

    the new texture is ace. very tf2sh

    Thanks

    Quote from PogoP

    Those sticking-out bricks need to be pulled in by 8 units or so. As they are at the moment, they are just floating in mid-air!

    Nice catch, hadn't noticed

  • PogoP
    • June 14, 2008 at 8:49 PM
    • #15

    Actually, I don't think they are floating in mid-air, but it does look that way. I would try pulling them in by 8 units and seeing how that looks.

  • DvS
    • June 16, 2008 at 2:26 AM
    • #16

    [Blocked Image: http://i32.tinypic.com/35lf3g3.jpg]

    Spec map may be too bright on the new tiles, but other than that I feel like I'm approaching a finalized look.

  • Sindwiller
    • June 18, 2008 at 3:28 PM
    • #17

    Looks bad ass. The sand texture doesn't fit though. Try something brighter, with patterns maybe.

  • m8nkey
    • June 26, 2008 at 5:38 PM
    • #18
    Quote from Sindwiller

    Looks bad ass. The sand texture doesn't fit though. Try something brighter, with patterns maybe.

    I aggree, the sand doesn't look as stylised as the other textures you've created. Other than that your textures and colour scheme are working nicely.

  • Fergo
    • June 28, 2008 at 5:59 AM
    • #19

    Awesome texture man, although those scratches on the arch looks a bit odd.

    Fergo

  • dux
    • June 28, 2008 at 10:15 PM
    • #20

    Still a lot of floating bricks.

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