This is another map I did for Forgotten Sands. This part of the map is a Boss Room. On the left it's my early grey-block and on the right it's the final version after the Level & Lighting Artists did their work. I remember that I changed a lot of time the position/height of the beams & walls distance for having a perfect metrics. For this part too, I remember that I had to block the player going outside of the map when the Boss destroyed the big door, so what we did with the Cinematics guys was to have "falling rocks" behind him, right after the Boss went into the room, so the player couldn't escape that room.
WIP in WIP, post your level screenshots!
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Please don't post random pictures you find on the internet, thanks.
No i mean ... for real, wow ! The details are awesome, it's really great. It reminds me Lotr and dear esther at the same time.
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Working on a bomb map, I start the brushwork. Layout look almost dust + nuke, more in few weeks !
ct spawn
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A/B Way
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Middle (on the right, so it's "midright" ? :D)
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CT to B
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Mid to B Connector from short
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The ladder from middle
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I don't know why I have this skybox on the csgo files,maybe it's from Rails I don't know. I will change it later, but it currently help me for night style !
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trying to replicate the below in a different shade of green.
[Blocked Image: http://i.imgur.com/uK2OiY3.jpg]
just using a solid colour and high quality cubemaps now. feedback on how to improve welcome (need to see about adding a slight bump to it ala agency glass I think)
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Did you make only one wall green like this ? if true, you can try make a func_reflective_glass
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I'll give it ago

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What about making small warps there? So it's not acting like a mirror. Also is this texture able to reflect player model? People can get confused.
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nah it's just using cubemaps at 256 X 256 res
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Maybe you should use this in some corridor not a corner like this then. It's just my opinion. It would look great if you could make some warps there and a little bit of yellow .
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Probably will never finish anything related to these but they served as interesting settings to work on from time to time
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Hello guys, I wanna show you some WIP pictures (with some before and some time later comparisons
) of a Left4Dead 2 campaign i'm doing (pics are from the first map). Hope you like it 
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And the last one:
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Feels like my skillset is just right for 1.6 architecture... *oh irony*
Any tips on making it look more "realistic" and detailed? I am planning to replace many of the props with my own later on tho.
[Blocked Image: http://abload.de/img/de_fonghuang_a50004wkuo0.jpg]
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The placement and frequency of props is probably fine, what it needs is brush/material work. Break the walls and floors up more and use decals more.
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@Vaya it looks a lot better than what I've tried to imitate frosted glass, excepting cubemaps what have you done in your vmf?
By the way the green looks a bit too flashy compared to the reference, is it what you were going for, or is the color modified by the effect?
@LizardPL i read cs go engine cannot handle npc's reflections, so it would be logical it wouldn't cast reflections of other players?
@VIOLATION too bad, these looks good, and the GP theme is kinda unique !

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@Vaya it looks a lot better than what I've tried to imitate frosted glass, excepting cubemaps what have you done in your vmf?
By the way the green looks a bit too flashy compared to the reference, is it what you were going for, or is the color modified by the effect?
in regard to that texture - nothing. It's literally a solid Colour with a 256X256 cubemap beside it. I can post the VMT later if you want but I think I'm being naive in thinking I can replicate the effect so simply- I'm thinking if I make it transparent with a bumpmapped yellow wall behind (trying to match the distortion) it will look better. The green needs to be closer to the reference too. It doesn't work in that shade.
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Quote from Vaya
in regard to that texture - nothing. It's literally a solid Colour with a 256X256 cubemap beside it. I can post the VMT later if you want but I think I'm being naive in thinking I can replicate the effect so simply- I'm thinking if I make it transparent with a bumpmapped yellow wall behind (trying to match the distortion) it will look better. The green needs to be closer to the reference too. It doesn't work in that shade.
You'd have to tweak that green but it isn't what matters the most

Do tell if that works, but to match the particular reflection could be hard though, since lighting is very different and since I fear the photograph could have tweaked the picture with polarized filter for example, to get rid of some reflections he didn't want! (did you take it?)
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