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Jan 3rd, 2015
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  1. Alex76:
  2.  
  3. Is the entry aesthetically pleasing? Oh yes it is.
  4. Are there mismatched or out of place textures/props? Not that I could see.
  5. Does the detailing make sense within it's environment? It really feels like a harbor area.
  6. Does it feel like something that belongs in a larger area of TF2? In the style of koth_king, yes.
  7.  
  8. Final note: Nice atmosphere, but I have to take points off due to the lack of sounds.
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  11. Aly:
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  13. Is the entry aesthetically pleasing? Yes it is. Really nice looking ship.
  14. Are there mismatched or out of place textures/props? Nope.avi.
  15. Does the detailing make sense within it's environment? Yes. A large cave with a pirate ship in it so it's hidden from plain view.
  16. Does it feel like something that belongs in a larger area of TF2? I would say yes.
  17.  
  18. Final note: While the exterior of the ship looks great it completely lacks any interior. The ship has so much potential to be an awesome looking piece of art, and it's getting there.
  19.  
  20. Cubemap:
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  22. haha is my own map i r8 it 8/8 it's gr8 m8.
  23.  
  24. DrSasha:
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  26. Is the entry aesthetically pleasing? Yes. The fog however is way too white which kind of ruins it a bit. Tip: make the fog the same color as the skybox.
  27. Are there mismatched or out of place textures/props? There are some areas where I'd done things differently. There are moonbase textures next to standard bricks which doesn't really make sense, but it also somehow works. Oh, and also: FLOATING DOOR MOTORS. PLEASE NEVER EVER DO THIS. ALL IT TAKES IS SOME SIMPLE BRUSHWORK TO MAKE IT NOT FLOAT.
  28. Does the detailing make sense within it's environment? A large factory in a valley. I don't see anything wrong with it.
  29. Does it feel like something that belongs in a larger area of TF2? It's Coldfront-style, which is also a great looking map, so yeah.
  30.  
  31. Final note: apart from the fog it's a great looking map that fits the TF2 style very well. Nice job.
  32.  
  33. Fantasmos:
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  35. Is the entry aesthetically pleasing? Oh yes, no questioning required.
  36. Are there mismatched or out of place textures/props? Nope.
  37. Does the detailing make sense within it's environment? Yes. It's a place to come in peace.
  38. Does it feel like something that belongs in a larger area of TF2? Yup. The Japanese style fits TF2 very well.
  39.  
  40. Final note: Great use of the Japanese content pack.
  41.  
  42.  
  43. hqdefault:
  44.  
  45. Is the entry aesthetically pleasing? It looks like a blown up command center of some sort. I like that.
  46. Are there mismatched or out of place textures/props? Not that I can see. However I'd use a different material for the roof.
  47. Does the detailing make sense within it's environment? Yes. Really nice brush work and use of particles.
  48. Does it feel like something that belongs in a larger area of TF2? I see a lot of references to TFC, which in this day and age is fine since they kind of go in canon. So I'd say yes.
  49.  
  50. Final note: lighting could be better. There are some places that have a good atmosphere but then those get kind of demolished by the very obvious ghost lights (lights without an obvious starting point) to lighten things up a bit that are too bright and don't make sense.
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  52.  
  53. idolon4:
  54.  
  55. Is the entry aesthetically pleasing? Yes and no. A big chunk of the outside area is very plain and doesn't have anything other than ground textures. But then the interior and the mines makes me think you work in actual mines because the amount of detail is amazing.
  56. Are there mismatched or out of place textures/props? Nope.
  57. Does the detailing make sense within it's environment? Yes.
  58. Does it feel like something that belongs in a larger area of TF2? It fits the style of Dustbowl which is a pretty looking map. So yes.
  59.  
  60. Final note: there is no excuse to be lazy on an area. Please don't do that. Also, while it has some sounds it's very quite for an outdoor area. Soundscapes are AMAZING. Please use them.
  61.  
  62. iiboharz:
  63.  
  64. Is the entry aesthetically pleasing? Kind of. See the final note for more info.
  65. Are there mismatched or out of place textures/props? Nope. It's clear that it's a command centre.
  66. Does the detailing make sense within it's environment? Yup.
  67. Does it feel like something that belongs in a larger area of TF2? It's the secret spytech thing TF2 is famous for (see 2Fort). So yes.
  68.  
  69. Final note: the obvious main attraction here is the real time reflections on the floor. However it's too much. I get the feeling that I'm no longer walking on a tile floor but actually on a big mirror. If you tweak the material to be less reflective it would be much better.
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  72. iiboharz2:
  73.  
  74. Is the entry aesthetically pleasing? Meh. It's a bit too bright.
  75. Are there mismatched or out of place textures/props? Nope. It's a place with oil rigs.
  76. Does the detailing make sense within it's environment? Kind of. There are oil thingies in the distance and that somehow requires shipping crates?
  77. Does it feel like something that belongs in a larger area of TF2? Yes.
  78.  
  79. Final note: I have the feeling this was rushed. Don't rush things. You have a great first entry which makes this one feel really out of place and don't reflect the good mapping skills you obviously have.
  80.  
  81. johnraveneye:
  82.  
  83. Is the entry aesthetically pleasing? I'm gonna be an arse here and say no. It's either really rushed, in which case don't do that, or you're an inexperienced mapper in which case it's a good concept that can have a better execution.
  84. Are there mismatched or out of place textures/props? There are some missing models and somehow it's safe to store propane tanks next to a rocket, but other than that no.
  85. Does the detailing make sense within it's environment? Yup.
  86. Does it feel like something that belongs in a larger area of TF2? It's supposed to be a secret rocket launch facility. I like that.
  87.  
  88. Final note: Keep mapping. Get experience and watch tutorials on YouTube.
  89.  
  90. killohurtz:
  91.  
  92. Is the entry aesthetically pleasing? Visually: yes. Sound wise: nope.
  93. Are there mismatched or out of place textures/props? Nope.
  94. Does the detailing make sense within it's environment? Yes. It's a small island in the middle of nowhere. I like the boathouse.
  95. Does it feel like something that belongs in a larger area of TF2? Maps with a lot of water could be nice.
  96.  
  97. Final note: If you're gonna make a map with a lot of water at least get something that reflects in real time. It looks nicer. And don't forget cubemaps.
  98.  
  99. lampenpam:
  100.  
  101. Is the entry aesthetically pleasing? Yes. Really like the caustics effect, however caustics don't work the way you have them slapped on the water surface. Also really like the skybox.
  102. Are there mismatched or out of place textures/props? Yes. There is a painting and a rocking chair and floating lanterns and somehow a bookcase found it's way in there. Why?
  103. Does the detailing make sense within it's environment? Yes.
  104. Does it feel like something that belongs in a larger area of TF2?
  105.  
  106. Final note: Could use more sounds.
  107.  
  108. plipplop:
  109.  
  110. Is the entry aesthetically pleasing? Oh yes. One of my favorites. Could use some work on the fog though.
  111. Are there mismatched or out of place textures/props? Nope.
  112. Does the detailing make sense within it's environment? Yes.
  113. Does it feel like something that belongs in a larger area of TF2? If Medieval mode can have some love from Valve, yes.
  114.  
  115. Final note: The secret tunnel under water is a great touch on the map. I really like the idea of a castle in rocks. Love the underground area.
  116.  
  117. prettyboy:
  118.  
  119. Is the entry aesthetically pleasing? Being an arse again and saying no tho this one.
  120. Are there mismatched or out of place textures/props? Yes. There's a floating building.
  121. Does the detailing make sense within it's environment? Not really. You have an area with city like buildings and then a roof texture slapped on top of that.
  122. Does it feel like something that belongs in a larger area of TF2? If executed better: yes.
  123.  
  124. Final note: It's either one of two things. One: you rushed it. Don't. Or two: you're a new mapper, in which case welcome! I suggest you look up tutorials on the interwebz and learn the ins and outs of Hammer.
  125.  
  126. taka_s9
  127.  
  128. Is the entry aesthetically pleasing? Yes.
  129. Are there mismatched or out of place textures/props? One model doesn't have textures, but other than that no.
  130. Does the detailing make sense within it's environment? Yes. Secret base in mountains.
  131. Does it feel like something that belongs in a larger area of TF2? It's a spytech base. So yes.
  132.  
  133. Final note: Sound design could be better. The train is still audible even after it's gone and the wind gust feels really out of place since the map is silent for the rest of the time.
  134.  
  135. tech:
  136.  
  137. Is the entry aesthetically pleasing? No. It feels really rushed.
  138. Are there mismatched or out of place textures/props? Nope.
  139. Does the detailing make sense within it's environment? Yes. It's a small island with a boat and a tent on it.
  140. Does it feel like something that belongs in a larger area of TF2? Not really, no.
  141.  
  142. Final note: Again, don't rush work. I do have to say though that I giggled when I saw the ducks above the fire.
  143.  
  144. theof114:
  145.  
  146. Is the entry aesthetically pleasing? Oh yes. One of my favorites.
  147. Are there mismatched or out of place textures/props? Not at all.
  148. Does the detailing make sense within it's environment? Yes. An artic base in the middle of nowhere in someplace cold.
  149. Does it feel like something that belongs in a larger area of TF2? I wish more people made these kind of maps.
  150.  
  151. Final note: Sound design could be better. There is a soundscape in the map but it doesn't sound like I'm in a blizzard on one of the poles.
  152.  
  153. tmp:
  154.  
  155. Is the entry aesthetically pleasing? Yes.
  156. Are there mismatched or out of place textures/props? It's a 100x100 shack. There's not much to be out of place.
  157. Does the detailing make sense within it's environment? It's a shack. So yes.
  158. Does it feel like something that belongs in a larger area of TF2? Totally. Have a standard pub server of 16v16 fight in here.
  159.  
  160. Final note: I like the idea. I saw water trough a crack. I saw a frog. It's a shack. What's there to say about it?
  161.  
  162. waffledoctor:
  163.  
  164. Is the entry aesthetically pleasing? Yes.
  165. Are there mismatched or out of place textures/props? Yes. There's a vent clipping with a candle holder right outside of the supersecret base.
  166. Does the detailing make sense within it's environment? It's a hidden spytech base inside of a barn sort of building. So yes.
  167. Does it feel like something that belongs in a larger area of TF2? It already does that with the whole hidden bases thing.
  168.  
  169. Final note: The trigger_hurt thing in the water is set to freeze. In TF2 terms that means being run over by a train. Don't ask me why, it is. Great sound design.
  170.  
  171. ynders:
  172.  
  173. Is the entry aesthetically pleasing? Kind of. It's clearly unfinished, but the whole idea of space station is awesome.
  174. Are there mismatched or out of place textures/props? Nope.
  175. Does the detailing make sense within it's environment? Oh yes.
  176. Does it feel like something that belongs in a larger area of TF2? NEEDS MOAR SPACE.
  177.  
  178. Final note: Love the Alien thing, as well as the Robo-Demo being electrocuted. Also: SPACESHIP.
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