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de_souq

  • cincinnati
  • November 8, 2012 at 4:06 PM
  • cincinnati
    • November 8, 2012 at 4:06 PM
    • #1

    this is up on the workshop now.

    [Blocked Image: http://zsnyder.com/picture/2012-12-13_00005_1024.png?pictureId=17087523]

    [Blocked Image: http://zsnyder.com/picture/2012-12-13_00007_1024.png?pictureId=17087524]

    [Blocked Image: http://zsnyder.com/picture/de_souq_acg0005.png?pictureId=17170290]

    [Blocked Image: http://zsnyder.com/picture/de_souq_acg0003.png?pictureId=17170289]

    [Blocked Image: http://zsnyder.com/picture/de_souq_acg0001.png?pictureId=17170288]

  • Psy
    • November 8, 2012 at 4:43 PM
    • #2

    I like your colour pallete, except for the second to last shot which seems a little extreme, imo.

    My other crit is the trees around bombsite B. They pretty funny because they look completely out of place and too perfectly formed. Maybe replace them with something else?

  • cincinnati
    • November 8, 2012 at 5:54 PM
    • #3

    agreed the second to last is drag-assing. that area is a relic from when the map was just a scene i made in left4dead 2 in anticipation of porting a source map to csgo, so it's still pretty noisy.

    the trees are actually geometrically planted and define the boundaries of the plant zone. maybe it doesn't read well because i've not taken the shot to show that it's actually a pretty symmetrical situation in a courtyard. the ground brushwork/texturing could also have something to do with it.

  • FMPONE
    • November 8, 2012 at 6:23 PM
    • #4

    Each scene really needs to have one predominant color imo. Right now its so fragmented your eye is attracted to no particular color and the end result is jarring and unpleasant. Pick a color, and make sure its saturated, make sure the geometry and texturing in the scene doesn't undermine it.

  • cincinnati
    • December 31, 2012 at 5:15 AM
    • #5

    edit: moved updated images to OP

  • OrnateBaboon
    • December 31, 2012 at 6:22 AM
    • #6

    Wow! Really nice stuff Has it's own vibe, and looks interesting all over. Good going!

    But yeah, like Psy said, the trees look a bit out of place. Maybe a water well or fountain of some sort could fit in there, a statue with a cylindrical base, or an under construction type of building which will allow you to contrive the type of cover needed.

  • D3ads
    • December 31, 2012 at 2:23 PM
    • #7

    Very nice work!

  • Squad
    • December 31, 2012 at 3:06 PM
    • #8

    Looking very nice! I usually don't like seeing dust textures in maps, but you managed to fit them together with other more colourful textures very well. I like that!

    In the 4th shot I don't quite like the transition of the dirt to the stone floor (left side). How about the dirt overlapping the stone? Or perhaps a small trim for the stone path would fix it?

    Also, the side of the stone path looks pitch black. I had the same problem in my map and scaling down the lightmaps of that face (to 4 or even 2) usually solves it.

    Can we see a topdown view of the layout?

  • cincinnati
    • January 2, 2013 at 1:52 PM
    • #9
    Quote from Squad

    Can we see a topdown view of the layout?

    t spawn area is still very WIP

  • cincinnati
    • February 13, 2013 at 5:57 PM
    • #10

    hi guys

    this is up on the workshop now.

    would love to take part in the playtests, but by the time i'm available, i think most of you are asleep.

    enjoy.

  • Squad
    • February 13, 2013 at 7:03 PM
    • #11

    Cool! Would be great to have this in a playtest sometime

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