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RaVaGe

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Everything posted by RaVaGe

  1. Well that's a good ratio, one official map for one finished map
  2. RaVaGe

    de_burg

    Because this guy would appreciate.
  3. RaVaGe

    de_burg

    pls rename to de_bhurg.
  4. Thanks guys BTW, Hurg is officially in TF2 now
  5. http://www.teamfortress.com/jungleinferno/ My map koth_brazil is in it, go check it out guys
  6. ^ Protip. Also, I would like to introduce you to; THE HAMMER VISGROUP !!!!11!! Tadam.
  7. Lol, I can't even imagine the shitstorm if they even moved a single crate.
  8. Funny to see how Valve had to step up it's game, I guess it was kind of frustrating for the artists to see custom maps that are looking twice better than their own stock maps ahah.
  9. Still remember randomly buying it at the supermarket, weird to say that, but when I look back that box was kind of a life changer to me. If it was not for TF2, I wouldn't be here on Mapcore and wouldn't have spent so much time at creating levels, this teached me so many stuff about design, i'm pretty sure my professionnal career would have taken a way worse direction without that. This box is hands down the best game bundle that was made in the history of videogames.
  10. RaVaGe

    Avalanche

    Would be fun to have those cable cars moving, could spice up the gameplay a bit like TF2 with the trains on cp_well
  11. For koth_brazil, the main element of the map is the control point. The purpose was to lead the players to the control point as easily as possible, and also to make it looks like the main goal of the map. For the first version I've created a simple barn, I wasn't sure about the direction I wanted to take for the control point at that moment, I just knew I wanted to make a jungle map. After the playtests, and when I became happy with the layout ( Yyler helped me on that) I started to make a full artpass on the map. Here you can see the greybox on the spawn, the main goal to achieve here was to show to the players the 3 options they had to choose a path. After the artpass I tried to make a bright yellow lighting to try to catch the player's eyes, putting more details at the door spots helps to show the options. Below you can see the snipers deck, it's the main road on the map which is the fastest way to go to the control point. You can clearly see that it's hard to see where is the objective here. Here's the result after the artpass, I added a path to go to the snipers deck on the left, I added lamps to put some focus on the important areas, and more important, I changed the whole control point area. During the artpass, I wanted to create something that was standing out from the map, on a koth map, the control point is the main element, and you want to lead the players to it as naturally as possible. That's why I decided to work on a radar dish, like the one on tc_hydro, but instead of having a dish on the gameplay area, I decided to work on the pillar, which was fitting more on the current layout and design, and then put the dish on the background to create an awesome atmosphere. This site is shite, I can't upload more pictures :< After some texturing work I decided to put yellow stripes on the beams, it's making the tower even more standing out this way. The final result On the picture below, notice the lack of detailling on the left building, that way you put the emphasize on the tower. Sometimes adding details is not the best choice, instead, you just need to decrease the amount of details on the less usefull areas. Check these articles http://magnarj.net/article_funclight.html http://www.nodraw.net/2010/08/tf2-density-of-detailing/
  12. Started running again, currently going at a pace of 4,40 Min/KM on 9KM, trying to get to 4,20 next month
  13. Really love that industrial setting, great job guyz.
  14. Texturing looks quite weird imo, i'd rather use a wood texture for the walls.
  15. RaVaGe

    What I'm Working On

    I don't think the sky is the problem, imo you should increase the exposure of your lighting the make the snow whiter, try to crank up a little bit the HDR, I always had some great result with icy maps when I pushed the HDR to the limits.
  16. RaVaGe

    What I'm Working On

    Sorry, but i'm part of the team #blorange
  17. RaVaGe

    What I'm Working On

    Was thinking more about something like that.
  18. RaVaGe

    What I'm Working On

    Don't know why but it feels like the map doesn't looks as cold as it should, maybe it's because the sky is too bright, idk, but i'm pretty sure you could make it looks even more terrific if it felt colder. He never left, HURG is stronger than ever
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