It's source HDR rendering and post effect ![]()
WIP in WIP, post your level screenshots!
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That's looking fantastic Moroes, I really love the softness lighting has in CS:GO.
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Awesome stuff Moroes! Is it all stock assets?
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I answer fo him, yes, it's all stock assets

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Quote from 3Dnj
I answer fo him, yes, it's all stock assets

You are Flash ! You can answer for me ! Aha

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super exciting to see all the cs:go activiity. can't wait to run around on these.
here are some WIP shots of my contribution to the cause.
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq_aaz01.png]
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq_aaz.png]
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I really do love the attempt at so many colors in your level, but its not done well and comes across as lacking a unifying theme or color pallet.
I think its because you jump from warm to cold so often which results in a lack of direction for the player.
Also, make sure your fog color matches your 2d skybox or else you get that weird fogging effect you see on the tower in the second screenshot.
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i have to be honest i don't really see any siege in those shots - whereas all the other remakes are instantly recognisable

I mean, when I look hard I can see what it is, but I think it's just the complete setting change that does that.
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Quote from Rick_D
i have to be honest i don't really see any siege in those shots - whereas all the other remakes are instantly recognisable

I mean, when I look hard I can see what it is, but I think it's just the complete setting change that does that.
If you keep the gameplay exactly the same, make it easy on the eyes, but change the looks to the point where I don't recognize the original level anymore, then you have done everything right in my book. Now if that is the case I'm not sure because it's been too damn long since I played cs_siege

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I also would side with rick on principle, however going back and looking at Siege, I much prefer the nice jungle setting Moroes has made.
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ooo very nice guys, reminds me of the awesome days where a bazillion cs custom maps where made

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[Blocked Image: http://spawnhost.files.wordpress.com/2012/10/fte00123.png]
This is a singleplayer level for a little game I'm working on, somewhere between hobbyist and indie, using Quake 3 map format / Radiant and a much-improved Quake 1 engine. Basic BSP and some patchwork is done, and a basic theme is being established. Please excuse the stairstep shadows, I'm working to find better light settings.
Here are some more shots if you'd like:
http://spawnhost.wordpress.com/2012/10/10/a-light-touch/
Any criticism (and Q3 lighting tips) is/are very welcome. Any idtech-based work/games I should be looking at for ideas? I have improved, but I feel I could be better.
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Quote from JeanPaul
I really do love the attempt at so many colors in your level, but its not done well and comes across as lacking a unifying theme or color pallet.
I think its because you jump from warm to cold so often which results in a lack of direction for the player.
Also, make sure your fog color matches your 2d skybox or else you get that weird fogging effect you see on the tower in the second screenshot.
I think the map looks interesting. When it comes to colours, my main issue is the blue cover in the second screen. The rest looks great. Also, I don't fully agree with the fog. I think it looks okay, but I'd want to try the map in game before really deciding on that.
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Is the CS:GO sdk even out? or are you guys doing the preemtive hacky methods of getting the editor to work?
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It's out and it was available during the beta too actually.
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Yes it's out and it's the best source sdk atm
(even if it crash for stupid reasons and half the features doesn't work) -
i blocked out the map and did the scene in the first shot on the l4d2 engine back when cs:go was announced, and then recently ported it to cs:go...had i known about the new sun shadows when i started, i would have made a completely different map.
love having them.
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I remade A for alpha 2 of my tf2 map
The view from blue's lowest spawn (and blues medium spawn on the far left)
[Blocked Image: http://i.imgur.com/fyL7B.jpg]
View of blue spawn. Far left is blue's tall exit, then low exit then medium exit.
[Blocked Image: http://i.imgur.com/CNeVU.jpg]
The bridge to A from below
[Blocked Image: http://i.imgur.com/flPsW.jpg]
Here is a cool shot showing landmarks in the skybox. In the foreground is A, the two grey smoke stacks to the right is B and the two red smoke stacks on the left is C. Far bottom left is the back alley to A.
[Blocked Image: http://i.imgur.com/2bn32.jpg]
Other side of bridge from below facing A
[Blocked Image: http://i.imgur.com/Fi819.jpg]
A with C in the background
[Blocked Image: http://i.imgur.com/Ixfia.jpg]
View from A towards blue spawn
[Blocked Image: http://i.imgur.com/uKZvT.jpg]
A
[Blocked Image: http://i.imgur.com/6qt6e.jpg]
[Blocked Image: http://i.imgur.com/2J05e.jpg]
A with a view of the back alley from the top towards blue spawn
[Blocked Image: http://i.imgur.com/7dIfC.jpg]
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couple more screens from cs:go
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/de_souq_aba2.png]
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/de_souq_aba1.png]
and a wider shot of that alley, with more context for color. the fog/light settings change in pretty much every compile, so it'll get it worked out eventually.
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/de_souq_aba3.png]
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