Team Fortress 2

Team Fortress 2

Gorge_event
wigwam 5 Oct, 2015 @ 3:57am
Some observations/suggestions.
First of all, I have to say I love this map to bits. I think you have done an excellent job- and that's part of the reason I'm putting this here- I want to help make it as good as it can possibly be!

Now, while zooming around looking at the map, there are a issues I've noticed. Most are very minor and honestly not THAT important, but nontheless, I'm putting these here just for the sake of bringing them to your attention incase you might want to improve the map further.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530207392 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530178412 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530180481 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530180646 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530207107 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530180905 Some parts of the map are VERY dark.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530207060 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530180216 The plaster walls showing at this ramp looks very out of place- why not just use the smoothe stone texture there as well? Similarly, the plaster roof in this other area near red spawn looks rather out of place- as it's only a small connecting room and all the bordering rooms have a wood planks roof.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530207172 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530178412 These walls looks little bland- maybe simple wooden doorframes sticking out a little?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530178298 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530180343 Some of these texture transitions look very flat- pushing the plank of wood which divides the wood from the stone out a little could help make it looks a little less flat.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530178224 The shipping containers look a little out of place in a spooky-style map- maybe stacks of crates? This one is a very small issue though- very unimportant.
Last edited by wigwam; 5 Oct, 2015 @ 4:01am
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Showing 1-3 of 3 comments
puxorb  [developer] 5 Oct, 2015 @ 8:01pm 
Thanks for the feedback!

I may change a few things based on what you pointed out. Celings can stay dark though, no one really needs to see anything up there.
Oleander 5 Oct, 2015 @ 8:25pm 
It's a cheat, and only really useful when exploring an empty map in singleplayer, but there's always mat_fullbright 1 to see dark areas of maps.
wigwam 5 Oct, 2015 @ 8:35pm 
I hope I'm not seeming too much of annoying nitpicker, but I've noticed another couple things with the final cap room's design.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530593691 here, the post doesn't look like it fits. I personally think it could look a bit better if the post was moved back just a little so the wood part stayed a consistant thickness or alternatively, have a thin horizontal bit of the smoothe stone texture beneath the wood- again, keeping the wood at a consistent thickness, and making the post look more in place with the surrounding features.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530593692 This little room above's exterior looks a bit out of place here too. While much of the house does have the plaster walls, they are not really a feature in this lat cap point room- where it's all mostly stone and wood. I really think this plaster texture should be replaced with planks similar to the rest of the room.
Also, the support beams holding the room up look a little too thin- being just wood. Surely they should be a little thicker and perhaps with diagonal support bits which join on to the main support posts?
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Showing 1-3 of 3 comments
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