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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Freaky_Banana
    • May 28, 2020 at 2:37 PM
    • #13,981

    I accidentally let a 30 miunte warmup run while I was afk. It was bloody.

  • alex_demo
    • May 29, 2020 at 6:19 AM
    • #13,982

    WIP background map for Map Labs competition mod

  • Freaky_Banana
    • May 29, 2020 at 1:48 PM
    • #13,983
    Quote from alex_demo

    7 hours ago, alex_demo said: WIP background map for Map Labs competition mod

    I love the composition!

  • Odin
    • May 30, 2020 at 9:31 PM
    • #13,984

    Pet mod project, DOD:Area Pacific, first map for the mod is the battle of Iwo Jima... Really early WIP shot

  • Radu
    • May 31, 2020 at 3:26 PM
    • #13,985

  • blackdog
    • May 31, 2020 at 4:38 PM
    • #13,986

    @Radu theme change from the map you were working on or new?

  • Radu
    • May 31, 2020 at 5:02 PM
    • #13,987

    Theme change, but also some layout changes based on feedback from the hubs. It's gonna be released under a new name though.

  • blackdog
    • May 31, 2020 at 10:28 PM
    • #13,988

    Thought I recognised that long street from the other screens. I’m a bit sad, I felt by looking at screens that the previous version was coming along well, artistically.

    What’s this gonna be, the architecture makes me think of Spain/Italy.

    Anyways looking forward for more @Radu ✌?

  • Radu
    • May 31, 2020 at 10:37 PM
    • #13,989
    Quote from blackdog

    22 hours ago, blackdog said: Thought I recognised that long street from the other screens. I’m a bit sad, I felt by looking at screens that the previous version was coming along well, artistically.

    What’s this gonna be, the architecture makes me think of Spain/Italy.

    Anyways looking forward for more @Radu ✌?

    *Update

  • youmenow1
    • June 1, 2020 at 11:03 PM
    • #13,990

    Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.

  • Snusmumriken
    • June 2, 2020 at 12:21 AM
    • #13,991

    I'm working on my first map, called de_tomb, which is set in an ancient Egyptian archeological site. What do you think of the design/aesthetic/atmosphere and map layout? https://imgur.com/a/4xDqw6K

  • alex_demo
    • June 2, 2020 at 1:34 AM
    • #13,992

    progress update on bg map, now in action

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  • Squad
    • June 2, 2020 at 1:50 AM
    • #13,993
    Quote from Snusmumriken

    1 hour ago, Snusmumriken said: I'm working on my first map, called de_tomb, which is set in an ancient Egyptian archeological site. What do you think of the design/aesthetic/atmosphere and map layout? https://imgur.com/a/4xDqw6K

    Better to embed some pictures in your post. Even if it's just one click away, most people won't click it.

  • Snusmumriken
    • June 2, 2020 at 2:05 AM
    • #13,994

    I'm working on my first map, called de_tomb, which is set in an ancient Egyptian archeological site. What do you think of the design/aesthetic/atmosphere and map layout?

  • Interfearance
    • June 4, 2020 at 5:31 AM
    • #13,995

    @Snusmumriken The theme seems doable, but I would push it in a more extreme direction to set it apart. Maybe it is extremely vegetated or whole areas have collapsed. Perhaps there are tombs and skeletons. Layout-wise, it seems like this map also needs something more to set itself apart. It uses too many corridors in places where they serve no purpose. The only true corridors on dust 2 are the one between the long doors and the one between B and upper tunnel. They are narrow and designed to consolidate players in to one area to focus action and make defense manageable. The placement of corridors around your map should be deliberate and does not even need to occur at all contact points. Flow is also an important factor, because it naturally guides the players aim and movement throughout the map. Pathways that snake around for the sake of delaying movement throughout the map can cause problems:

    For this reason you almost never see such an instance on an official map.

    There are more points to be made, but I think these are good places to start improving your map.

  • Snusmumriken
    • June 4, 2020 at 6:53 PM
    • #13,996

    All good feedback! Yeah, I have been reconsidering the theme a bit. The desert environment is quite popular so it's hard to stand out. And the point on layout and flow are good. I have heard that from a lot of other people too so I'm taking another stab at redesigning the map from the ground up. Thanks for the feedback!

  • wazeecha
    • June 9, 2020 at 7:44 AM
    • #13,997

    I shared this on r/csmapmakers yesterday, but here it is again, current state of de_dozen WIP:

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  • will2k
    • June 9, 2020 at 4:54 PM
    • #13,998

    I quite liked the screenshot that dux posted in the Alyx thread couple of days ago.

    The bounce light and ambient occlusion in Source 2 are really nice.

    I spent roughly around 5 hours recreating it in a 7 year old engine.

    [Blocked Image: https://i.imgur.com/3kEAeNx.jpg]

  • Lizard
    • June 9, 2020 at 4:56 PM
    • #13,999
    Quote from will2k

    1 minute ago, will2k said: I quite liked the screenshot that dux posted in the Alyx thread couple of days ago.

    The bounce light and ambient occlusion in Source 2 are really nice.

    I spent roughly around 5 hours recreating it in a 7 year old engine.

    [Blocked Image: https://i.imgur.com/3kEAeNx.jpg]

    Wait... I know this water pot model :D

  • blackdog
    • June 9, 2020 at 6:12 PM
    • #14,000
    Quote from will2k

    1 hour ago, will2k said: I quite liked the screenshot that dux posted in the Alyx thread couple of days ago.

    The bounce light and ambient occlusion in Source 2 are really nice.

    I spent roughly around 5 hours recreating it in a 7 year old engine.

    [Blocked Image: https://i.imgur.com/3kEAeNx.jpg]

    Only two years older than Source 2 ?

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