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TMP feedback for Detail 2014

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Jan 3rd, 2015
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  1. Alex76 -
  2. It looks pretty nice, though I really think there should be a clear "Object" in this scene. Some kind of focus. Buildings feel a bit mismatched. NEEDS SOUNDSCAPES I FEEL STRANGE IN THIS ENVIRONMENT AND IT BEING SUPER QUIET
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  4. Aly -
  5. You missed out on a nice starting view with your starting spot. The colors arereally nice, the boat is the clear focus. Nice focus towards it. Feels a little too high scaled(?), but really nice otherwise.
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  7. Cubemap - Generators are focus, I do like that. Some variety would be nice in this map. I would suggest looking at Vector for some inspiration on this style, it's got a similar feel. Not too bad as a start, I really like the areas around the generators.
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  9. DrSasha - Environment feels kinda cold ish? but really, uh, I think color consistency with the reds outside the blu cold would have looked really good, just ignore the blue buildings. Variety was nice. Fog is really REALLY tricky with this kind of thing, custom skybox could have made it better by letting you fade everything out to a foggier color and whatnot. It's REALLY jarring on the large smokestack pillars. You probably should have just removed them.
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  11. Fantasmos - Starting area really cool. Path leads to nothing. Flat out nothing. Area looks nice, though I'm not really a fan of the way the colors are. If it had a nice view at the end of the path it'd probably be very hard to beat. Right now it's solid though.
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  13. HQDefault - This entry would be a lot better with a striking focal point and sound. DEFINITELY SOUND. Sound of sparks would make this feel way better. Lighting in this case can be dramatic too, I like the idea you had and the start of your execution. Maybe do some exaggerations with the interiors, like make the destroyed walkway more separated. Subtlety is everything when doing destroyed metals with displacements. Take better screenshots! Adding a focal point helps this (Look at Aly's map for instance)
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  15. Ido - Best so far, the tunnels are cool though really small. I like that. Don't make this into a map. Windy soundscape would have been nice to have.
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  17. iibo1 - Floor needs variety. Solid otherwise. Look at 2fort floor in intel room. Feels a little too sparse and repetitive, but focus drawn to center is nice. The computer systems rule.
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  19. iibo2 - MGE me 1v1 on this map. No seriously, I'm gonna bark about something here. Pumpjacks can be really big. I lived in a town where on Christmas they literally decorate one up as a Reindeer, and that thing is larger than a lot of buildings in that town, if not every single one. Artistically though I like this entry, though I want to hear more heavy machinery.
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  21. johnraveneye - Sharp yellow lights are really hard on the eyes and make a lot of people feel sick. Some seams, odd doors, etc. Silhouettes on buildings could be more pronounced. Right now looking at the point area is really and doesn't have a clear focus. As a heads up, when you're making a cp map and whatnot, you want detail focus to center around the point or focus back to the point. Look at like, 5gorge Last or Badlands Mid, or even like Dustbowl 1-2, 2-1, 2-2, 3-2 to see. There's clear identification of the point in every one of them and the eye is drawn to it. Right now it's not quite that way with me on this one. That's a heads up for actual mapping, not detracting anything from this for it.
  22.  
  23. Kilohurtz - Wins the Architecture award. I really REALLY want some sound in this. I want to make a map in this style now. Colors are really nice in it.
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  25. Lampenpam - This isn't TF2 is it. Nope, different area. Space. What is this? It's tripping me out man. Detailwise it really REALLY doesn't feel like TF2. Clearly you know what you're doing though due to the art in it. I'm just conflicted. I'm unsure. Is this an artistic statement? Whatever, technically it's really cool but the material proxies don't really feel TF2ey.
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  27. PlipPlop - Toy around with changing the fog in the tunnels on this kind of thing. Look at Coldfront for how to do it. So dark. Your silhouette usage is REALLY NICE in the dark. It's hard to say it's TF2-ey though due to the scale and the darkness. I like it though.
  28.  
  29. PrettyBoy - Underground city area can be kinda cool of a concept, but I think you need a lot more vibrancy to pull it off, otherwise it ends up bland. I think that using a lot of "ravey" colors and whatnot could end up making it look more like what you want. Neony Blues and Purples along the lines of like a Hotline Miami kinda thing would probably make it look really cool with a balance of darks. Right now though, it's bland and honestly would look better if you opened up the top, made it a vertical city district with a nighttime sky a la Koth King.
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  31. Taka - Super cool style, this is one of the better ones I think. Too dark though. Cross building is too bland. Flickering light doesn't really work for that setting I think?
  32.  
  33. Tech - Minimalistic, it's nice but NEEDS SOUNDSCAPES. Leverage your skybox better next time.
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  35. Theot114 - Love the color usage. I could see this being a TF2 map with its style if you can pick out silhouettes. My vote for second best.
  36.  
  37. waffledoctor - This is TF2. Flat out. The water chills you to death, which gives a train icon. My vote for best.
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  39. ynders - I'm not so much a fan of the space theme but damn man, this was the most fun to run around on. Feels just a bit incomplete to it, I felt like I was running around and trying to discover things and I ran out of that really early on. My vote for third best. Best sound work though, no question.
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