WIP in WIP, post your level screenshots!
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Quote from mr.P
P, this looks sick AF :-D; spot on composition.
You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.
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Quote from will2k
P, this looks sick AF :-D; spot on composition.
You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.
thanks

ye, perhaps, going to see how it turns out, then perhaps redo something similar for Insurgency, been a while since I played it and it might be fun to do something else than csgo
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Just playing around.
[Blocked Image: http://i.imgur.com/85oPIGF.png]
[Blocked Image: http://i.imgur.com/71imKcn.png]
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[Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_10/2015-10-14_00003.jpg.24063b5bb639318aef506b5bae7c5112.jpg]
[Blocked Image: https://d.gr-assets.com/hostedimages/1388806345ra/7933954.gif]
Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:
[Blocked Image: http://i.imgur.com/6lwirDg.jpg][Blocked Image: http://i.imgur.com/8yywCUT.jpg]
Areas I'm not as proud of at the moment:
[Blocked Image: http://i.imgur.com/XuRGRzQ.jpg]
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[Blocked Image: http://i.imgur.com/f2Lq6Ko.jpg]
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Quote from kinggambit
Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:
been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?
its still feels a little dark, think its the combination of the skymap and the wood textures, perhaps try to crank up the light environment, but it might also just be that you need to run it in final compile and/or add a cc (or add reflective to some textures
cloudy
bright day
night
overall simplify the brushwork and swapping some textures might also be helpful
since it looks like its placed high up in the mountains it would be cool to have some type of plateau or vista point
also looks like you have good amount of details in the interiors, so perhaps tune it down in the outside areas, a simple thing would be to remove the weeds from the ponds (but keep the lotus), might also help to turn a few of the ponds into sand gardens,
bonus: it's a Korean temple if I remember correct(?), I'm totally going to nerd out and say that you should incorporate the following areas https://en.wikipedia.org/wiki/Korean_Bu…#Typical_Layout
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+1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.
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Quote from mr.P
been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?
Yeah, it was my first final compile with HDR. A lot more lighting issues than I thought. I have some lighting tweaks to do (and add CC!)
Wooh! Thanks for the solid feedback! Lots of good ideas. Excited to get as many of those ideas into my map.
Quote from tomm+1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.
There's quite a lot of Korean temples and palaces that have bodies of water i.e. [Blocked Image: http://english.triptokorea.com/english/UserFi…sa%20Temple.jpg]
[Blocked Image: https://upload.wikimedia.org/wikipedia/comm…oreangarden.jpg]
It's hard to say though. I'm admittedly ignorant and did research as I went along. There's some distinct differences I've found but there's a lot of similarities as well.
I want to try the rock garden at mid but korean gardens dont have that "zen garden in a box" style as japan's
(granted, lack of planning forced my layout at mid to be rectangular and less naturally shaped)
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yeah I was referring to the sand garden being a japanese thing but I could be wrong.
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[Blocked Image: http://i.imgur.com/JGkp76Q.png]
So much reminds me of DOD:S style
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you know you are close to release when making the overview img, anyways don't mind the background on the loading screen that will be changed once the map is done, was hoping some friend could hook me up with some pimped out img...
was concerned about the file size, but after some opting its down to 71 mb (without any severe quality loss) and that includes keeping the 4096 backdrop texture
you guys can test it here (there are some obvious bugs etc) http://steamcommunity.com/sharedfiles/fi…s/?id=446241636
got some clipping and minor tweaks left before the pitchforks can rip it apart,
once its done and released I will remove the public access for the map and keep it private for testing,
(screens are taken on potato laptop)
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Quote from Vaya
Biggest issue imo is the lack of shadowing/contast on certain props. Seems brighter than the surface of the sun in areas due to this
Very nice apart from that! I like
spanks,
lets hope we get ssao on models for christmas!
the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,
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Haha, that Pasha graffiti. I really like the middle area, looks stunning. However, I am not sure if the removal of the towers was a good idea. Sure, they were a bit gimmicky but they had a unique flavour to it. What kind of ideas did you have in mind while designing the remake and why did you choose these in the end? I am curious.
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Quote from Tensei
[Blocked Image: http://i.imgur.com/JGkp76Q.png]
So much reminds me of DOD:S style
Les évènements de cette carte se déroulent dans un petit village Breton au nord de la France et puisque...Ooops, excuse my French

So yeah, as I was saying :-D, the map is based on old villages in the region of Bretagne (mainly Locronan and Saint-Suliac among others)
Locronan
[Blocked Image: https://upload.wikimedia.org/wikipedia/commons/d/d8/Bretagne_Finistere_Locronan1_tango7174.jpg]
Saint-Suliac
[Blocked Image: http://www.ibcousinie.info/10%20Bretagne%202012/06la%20Rance/IMG_1265.JPG]
The action in DOD:S takes place in Normandie among other places, and Normandie is right next to Bretagne...:) hence the somehow similar architectural style (I'm not taking reference from DOD though)
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Quote from mr.P
spanks,
lets hope we get ssao on models for christmas!
the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,
The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?
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Quote from Vaya
The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?
ya, will see what I can do, that mesh is wee headache because of collision etc, so will probably need a little rework, amt I'm pretty antsy to start with the next project

anyways, the latest addition is the heat hotel landmark, similar to the bell tower in inferno it can be seen from most key areas in the map, and will hopefully help with navigation
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Here is some of my current projects/ideas for Insurgency
My Vietnam Map for the upcoming Vietnam mod for Insurgeny.
http://images.akamai.steamusercontent.com/ugc/6421196853…3D0021199766CC/My Next map for Insurgency call Miransh
http://images.akamai.steamusercontent.com/ugc/6454961154…591222807C6E43/http://images.akamai.steamusercontent.com/ugc/6860267927…1631F0A161280D/
trying out night same map
http://images.akamai.steamusercontent.com/ugc/6860278780…533999DE875718/
http://images.akamai.steamusercontent.com/ugc/6860278780…7EA52B7F2C7765/
http://images.akamai.steamusercontent.com/ugc/6860278780…382BE5B6D2143C/
More an idea than a map, have a lot of these
http://images.akamai.steamusercontent.com/ugc/2735930916…EE6FA54A22B587/http://images.akamai.steamusercontent.com/ugc/2735930916…6CCEDF6D046312/
My released warehouse map
http://images.akamai.steamusercontent.com/ugc/2735885547…4C034BFB2B9EC7/
warehouse in testing

http://images.akamai.steamusercontent.com/ugc/2735885546…E94110516CAD89/
http://images.akamai.steamusercontent.com/ugc/2735837876…5CA8CB4A7AF65C/
http://images.akamai.steamusercontent.com/ugc/2735767082…C23AE1FA41CC14/
Concept test
http://images.akamai.steamusercontent.com/ugc/6421203199…D4FD239A99F5C5/
http://images.akamai.steamusercontent.com/ugc/6454961154…81B2637E514FC7/
http://images.akamai.steamusercontent.com/ugc/6454961154…2E4096B6D953D9/
http://images.akamai.steamusercontent.com/ugc/6421203199…D4FD239A99F5C5/
R-C-MAN
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