So, I have decided that it is finally time to post a progress thread for my artpass, mainly for the use of receiving feedback. I have chosen the space theme, with the first point being themed like a space station, the second an arboretum in said station, and the third a rocket launching area.
In no way is the first point finished, but I just thought it would be nice to make a post.
What i've been having the most trouble with, is making a way for the station to be enclosed. A flat roof doesnt work, any other types dont. Right now, im running with flat glass, and some solar panels by Acumen to be deposited on top. Im also trying to figure out a way to get rid of the monotony of the single floor pattern. Texture donations would be appreciated
Dont comment about misaligned textures, because I know they are there. And yes, the walkways are clipped off, and it doesnt feel like you should be able to walk on them.
I would try making chevrons on the ground (overlays I guess) that point to where people should go in team colors. Maybe also trim along the ground in team colors? Sort of like the tile texture that I can't remember the name of, but obviously in this style. Also I don't really like the design you've got in the floor texture ... not only does it looks bland, it seems poorly done.
The ramp you have leading into the Point A building looks pretty weird. For this theme I would utilize a lot of flying stairs and ramps rather than solid ones.
Also, spend some time looking at old futurist art from the 50s. This just looks like futurist stuff from now -- remember that TF2 is set 50-odd years ago or so.
Something to really watch out for is getting rid of the displacements. The excellent thing about displacements is that they are uneven and can take blend textures. By creating flat brushes the edges will be sharp all across the map, forcing you to add (a great amount of) overlays to break up the texture and monotony. Another thing to consider is adding round corners or round windows on some of your buildings.
You could also consider covering the sky with some kind of glass dome, a low-strength displacement with a hexa/octagonal texture might both look nice and allow skybox lighting.
@Grim, To seal off the Map you could add something like a Ringworld-ish construct to the skybox. Same affect they use for the Halo ring in the Halo games, or how the background was on Babylon 5/ Mass Effect (citadel) anytime they showed the "roof". Or maybe two, so the gamearea is assumed to be a third ring section. You might have enough suspension of disbelief so that you dont need to have visible supports betweem sections.