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Posted

It looks to have gotten a bit wooly and out of hand, I could see why that would create some unhappiness and discomfort on your part. Thankfully this is a reasonably simple problem to solve: try to pair it down to only the elements you simply couldn't stand for the players to lose. Keep only those that are useful for player guidance and scene composition.

Aim for a restrained sort of look. When you get there, and you think you've really paired it down, then you're good to release. I think this is a fitting final task.

  • 3 weeks later...
Posted (edited)

Man Im excited to release this!

This alpha should be really intense and super fun. I emphasized the verticality in this version and I really urge people to give it a few rounds before criticizing the layout. I want this map to be an epic uphill push for blue.

Note - its not optimized yet, so I can almost promise you some parts will be laggy.

Alpha 5

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Download:

http://jeanpaultron....bricatus_a5.zip

Edited by JeanPaul
Posted

Excited to test this.

I think visually its getting more and more in line with the TF2 look with every release, but we're still a tad too realistic. I find that for whatever reason I very much struggle to create anything good in TF2 because I lean too heavily on realism. Evidently it takes a lot of practice. I guess its also possible you're not as worried about the graphics at this stage, which would be understandable

Posted (edited)

My map features a massive curved warehouse that circles a large water tower that with grain elevators shooting out of it and a giant ass laser. Explain to me how that is realistic please :P

But yeah, it gets more and more refined with every release.

Edited by JeanPaul
Posted

To me I think it is the thin detail objects that give a realistic vibe. Many of the walls and even windows are are subdivided with reinforcements, some even subdivided into smaller ones with diagonal supports. Rather than having large, bold, stylized shapes and textures , it appears very calculated and made to support the structure like it would in real life. This definitely applies to the round red room and not so much with the exterior.

Posted (edited)

The architecture is cool as fuck...from a technical standpoit...but the map isn't easy to read and nothing is drawing my eye towards particular areas. I think you've taken the idea that "TF2 isn't realistic" too far and have ended up with an incoherent clusterfuck of a map. :(

Edited by Psy
Posted (edited)

The architecture is cool as fuck...from a technical standpoit...but the map isn't easy to read and nothing is drawing my eye towards particular areas. I think you've taken the idea that "TF2 isn't realistic" too far and have ended up with an incoherent clusterfuck of a map. :(

Yeah this is why I wanted to abandon it.

Take a look at this post yyler made on tf2maps.net

http://forums.tf2map...2&postcount=109

I think I pretty much agree on all his points. Which subsequently means I need to cut my losses and move on. Idk if I should make another tf2 map or not, but I really dont think it would be smart to continue on this one. Thoughts anyone?

Edited by JeanPaul

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