TF2 Mapping - Detailing on Glassworks, 4x Speed

  Рет қаралды 3,850

UEAKCrash

UEAKCrash

Күн бұрын

Пікірлер: 8
@gasolinebased
@gasolinebased 10 жыл бұрын
I'd say 4x is the way to go, fast enough to not get boring, yet slow enough to grasp all the detail. Nice job!
@UEAKCrash
@UEAKCrash 10 жыл бұрын
Okay cool, I'll try to keep it in mind!
@724Mouse
@724Mouse 10 жыл бұрын
Indeed! I couldve sworn it was a prop though in the latest changevlog. I cant get enough of detailing my maps while I build them. It's because when I imagine my map I see it in full glory with all the fixins. Of course it still takes ages to make.. This 4x speed was good, I could still follow what you were doing in the 8x speed video but this is more relaxed while still takin you for a ride. I'm impartial atm.
@UEAKCrash
@UEAKCrash 10 жыл бұрын
724Mouse @ 22:07 I realized there was a prop that looked way better and was almost the exact same size as the brushwork one I put together.
@724Mouse
@724Mouse 10 жыл бұрын
Well I liked yours and I enjoy making broken walls for cover too. But the prop fits so well there. Perhaps with the roof there you can flatten it out just a bit more than you had the first time, maybe a little lip, and I'm thinkin a dirt pile. Do you want it to be playable at all? That space could be the perfect place for team colored detailig/signage.
@Visleaf
@Visleaf 3 жыл бұрын
This is nostalgic
@MegapiemanPHD
@MegapiemanPHD 10 жыл бұрын
How do you gauge if areas have too much detailing, to avoid prop spam, or not enough, to avoid being boring and empty?
@UEAKCrash
@UEAKCrash 10 жыл бұрын
That's the hard part, and it's something I'm working on getting down properly with this map, honestly. Detailing with restraint, not just going nuts on every face. Stoneyridge got overdetailed and it ended up taking a lot more time to finish it than it should have, and now we're working on removing detailing. But some things I keep in mind is detailing around important things. You'll notice areas around control points tend to be the most densely detailed, while away is a bit more sparse. Doorways will have some detailing around them, while there might be a blank wall a bit past that. This is to draw the eye towards them immediately, even if the detailing isn't fully noticed. This is a decent article on that: www.nodraw.net/2010/08/tf2-density-of-detailing/ As for prop spam, I generally try to avoid making multiple props integral parts of the gameplay whenever possible. A single large rock to break up sight lines instead of a huge stack of crates, for example. If you start putting more than half a dozen props in a relatively small area, you are probably starting to spam them. But even that is a flexible number.
Заработать в 200 раз. Очень повезло.
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