A little more effort in detailing and structuring. Everything seems so repetitive, but I think that is like pointing the obvious. ![]()
ITT: Post maps/scenes that never saw the light of the day.
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Some doodling from a few years ago
[Blocked Image: http://i.imgur.com/WTqHxwc.jpg]
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Quote from BadstomachDisplay More
Nice! I did a GTA 3 like environment for HL1 many moons ago...
https://migrationtest.mapcore.org/topic/6833-d3a…&comment=128333
I also wasted my time :cry:
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Quote from D3ads
Nice! I did a GTA 3 like environment for HL1 many moons ago...
https://migrationtest.mapcore.org/topic/6833-d3a…&comment=128333
I also wasted my time :cry:
Very interesting read, thanks for sharing
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Quote from D3ads
Nice! I did a GTA 3 like environment for HL1 many moons ago...
https://migrationtest.mapcore.org/topic/6833-d3a…&comment=128333
I also wasted my time :cry:
Your work is really impressive
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Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.
[Blocked Image: http://i.imgur.com/qBacpH4.jpg%5B/img]
[Blocked Image: http://i.imgur.com/gE7gGch.jpg]
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Quote from VIOLATION
Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.
you need to find a gameplay guy to collaborate with
there's a lot of people on here that are the inverse of you- like doing layouts but suck at detailing. -
Quote from VIOLATION
Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.
This is some fine architecture there :); it's a shame to see them go to "waste" and not see the light of day in a playable map.
Creating a perfectly balanced layout that pleases everyone is hard but it's not rocket science either. It's just a matter of practice:
You'll have to learn the basics of competitive gameplay, check previous works of other designers to see what works and what doesn't and check some videos of pro-players in recent CSGO tournaments to track their movements and see how they use the environment to give you an idea what to design and place in your map.
Lastly you can read some articles on map design and competitive play; here are some examples:
- Volcano's article on de_train http://volcanotv.tumblr.com/post/629551378…y-detrainve#_=_
- FMPONE article on cs_museum https://migrationtest.mapcore.org/articles/devel…-cs_museum-r25/
- Rick/Puddy article on making cs_agency https://migrationtest.mapcore.org/articles/devel…r-csgo-map-r62/
- My own article on trade-off in competitive map design http://gamebanana.com/articles/36
Once you have a playable layout, Mapcore's playtest server is the way to go where most of the layout flaws will be pinpointed before you dig deeper in the detailing and art pass phase.
Another solution is to team up with another designer where he takes care of the layout and balancing
and you unleash your creativity on the art and detailing...profit?:DBest of luck and hope to really see those streets in a playable map soon.
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Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.
The content cannot be displayed because it is no longer available. ignore the giant concrete block to the right.
The content cannot be displayed because it is no longer available. emphasis on "ignore"
The content cannot be displayed because it is no longer available. -
Quote from VIOLATION
Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.
[Blocked Image: http://i.imgur.com/qBacpH4.jpg%5B/img]
This scene looks similar to a map in the previous operation. I don't see why you haven't worked them into something already, it looks great!
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Monthly giveaway.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/1.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/1.vmf
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/2.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.1…tba1_a10000.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/2.vmf
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/Space.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/corridor_1.vmf
^ The main map
https://dl.dropboxusercontent.com/u/4055243/18.10.15/panel_1.vmf
^ The instance
Enjoy guyz and guyzettes.
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A CS:GO map i started working at the beginning of 2015, Is set in a harbor near Brooklyn. I gave up because i change some many time the layout that was becoming too difficult and a waste of time.
[Blocked Image: http://i62.tinypic.com/357kb5z.jpg]
[Blocked Image: http://i60.tinypic.com/b69h89.jpg]
[Blocked Image: http://i58.tinypic.com/2ibyv14.jpg]
[Blocked Image: http://i60.tinypic.com/yhrfd.jpg]
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Quote from RaVaGeDisplay More
Monthly giveaway.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/1.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/1.vmf
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/2.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/cp_tba1_a10000.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/2.vmf
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/18.10.15/Space.jpg]
https://dl.dropboxusercontent.com/u/4055243/18.10.15/corridor_1.vmf
^ The main map
https://dl.dropboxusercontent.com/u/4055243/18.10.15/panel_1.vmf
^ The instance
Enjoy guyz and guyzettes.
this was really promising stuff.
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Bombsite-ish
[Blocked Image: http://i.imgur.com/JQrG5Ll.jpg][Blocked Image: http://i.imgur.com/90ZYncQ.jpg]
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