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de_ali (working name)

  • Squad
  • December 11, 2012 at 10:17 PM
  • FMPONE
    • February 21, 2013 at 4:59 AM
    • #41
    Quote from Squad

    Thanks, Minos!

    I again spent some time searching the web for skies (oddly enough, the pink one disappeared from my HD and I haven't found it on the web again so far).

    This one is good quality and somewhat leans towards the pink one (actually halfway between the bright blue and the pink dusk one). I kinda like how the lighting gives the map a mixture of warm (sunlight) and cold (shadows).

    I'm also in the process of rebuilding each building in the map, as you can hopefully notice

    [Blocked Image: http://users.telenet.be/gus/csgo16.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo17.jpg]

    Display More

    Extreme improvements

    One criticism: your scenes are still very "noisy"

    I would recommend really restricting yourself and trying to exercise restraint to get smooth, clear surfaces. Not because thats just better, but because it looks better in CS:GO source (a lot of this relates to using clearer textures)

  • cincinnati
    • February 21, 2013 at 5:10 AM
    • #42

    great update.

  • RedYager
    • February 21, 2013 at 4:58 PM
    • #43

    A vast improvement, great work

  • Skacky
    • February 22, 2013 at 3:37 PM
    • #44

    Really impressive update, that's for sure!

  • Squad
    • February 27, 2013 at 10:29 PM
    • #45

    This was posted in the topic, but I'll continue this here.

    Quote from Wail

    I really agree with most these sentiments. The first thing I thought when I loaded into this map was, "How come there is a brick wall texture being used as a floor texture?" FMP is spot on pointing to too much environmental contrast. Due to the strong texture contrast the readability of the map is reduced, and just the overall aesthetic design suffers.

    I'm not entirely sold on turning this into a brighter/daytime map. I do like the attempt at bringing a nighttime environment into CS:GO -- Virtually every map is bright and sunny, even Aztec with rain falling down. But what you've got right now isn't working and you'll need to keep at it to get it looking right.

    First of all, thanks for your feedback

    With too much textures contrast, do you mean it's generally too dark (also due to the low sunlight pitch) and that I use too much different (and rather noisy and dark) textures in a scene?

    Quote

    You know those boring plain one color textures? this map needs to be using those to great effect. I think it should be white/yellow themed with yellow light.

    I don't want it to look like a copy of cs_italy too much.

    So what about this? I quickly slapped a few other textures on some of the buildings, please don't mind the quality of the textures and the color palette in the scenes. It's just for getting the idea across.

    Also upped the brightness a bit, changed the sunlight pitch, used different ground textures and put the fog a little further. But that's not really what the pictures are about.

    [Blocked Image: http://users.telenet.be/gus/csgo18.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo19.jpg]

    Some reference pictures to help explain what I mean:

    [Blocked Image: http://3.bp.blogspot.com/_sGk3hMblYUg/TKSvlSlHjzI/AAAAAAAAFgE/fOio14BOy2E/s1600/colours_of_burano_4.jpg]

    [Blocked Image: http://images.nationalgeographic.com/wpf/media-live/photos/000/604/overrides/colorful-houses-italy-richardson_60450_600x450.jpg]

    [Blocked Image: http://origininteriors.files.wordpress.com/2012/03/colour-town.jpg?w=547]

    This one is probably the best example, the other are kinda strong.

    [Blocked Image: http://www.thevagablond.com/wp-content/uploads/2011/09/00-Cinque-Terre1.jpg]

  • FMPONE
    • February 27, 2013 at 11:04 PM
    • #46

    Its an improvement on readability but even though you mentioned that its wip, I just generally hate the colors, I'd want white and light yellow, not crazy reds and greens. Just imo

  • DrywallDreams
    • February 28, 2013 at 12:20 AM
    • #47

    The coral/pink color in image 1 looks a bit out of place, imo. The darker red in image 2 also looks a bit off, I would consider switching the two textures around. Otherwise, it's looking really nice.

  • Wail
    • February 28, 2013 at 3:07 AM
    • #48
    Quote from Squad

    First of all, thanks for your feedback

    With too much textures contrast, do you mean it's generally too dark (also due to the low sunlight pitch) and that I use too much different (and rather noisy and dark) textures in a scene?

    I don't want it to look like a copy of cs_italy too much.

    So what about this? I quickly slapped a few other textures on some of the buildings, please don't mind the quality of the textures and the color palette in the scenes. It's just for getting the idea across.

    Also upped the brightness a bit, changed the sunlight pitch, used different ground textures and put the fog a little further. But that's not really what the pictures are about.

    [Blocked Image: http://users.telenet.be/gus/csgo18.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo19.jpg]

    Display More

    Those pictures are a huge improvement over the version we played. Having the stronger colors on the buildings doesn't thrill me aesthetically (whether we're talking about the map or the actual locations), but I can understand why you might want to stick with that to follow through with that theme.

  • Squad
    • May 12, 2013 at 10:00 PM
    • #49

    Been a while since I posted an update here. Work has been going fast sometimes and sometimes I took a rather long break from it

    Anyway, with FMPONE's help I've redone the environment lighting completely (again). Huuuge thanks to him for letting me use cs_museum's settings as a base to start from, as well as all the feedback he provided me in the process!

    I've also widened up some areas, as the map used to be rather tight.

    Some changes to the chokepoint to bombspot B. I've made the T's entry a bit more easier by adding an extra archway (it has a fence though, so you can not enter through it, but it's perfect for throwing all kinds of grenades or taking a quick peak to take shot). The chokepoint itself has been expanded towards where the balcony used to be (balcony is now completely gone btw). And I finally got rid of those ugly trims along every road in the map ...

    [Blocked Image: http://users.telenet.be/gus/csgo23.jpg]

    Bombspot A has been expanded a fair bit, the building with the archways has been replaced by a little chapel/church.

    [Blocked Image: http://users.telenet.be/gus/csgo24.jpg]

    Different angle of Bombspot A.

    [Blocked Image: http://users.telenet.be/gus/csgo25.jpg]

    I've moved the CT's spawn zone a little bit (runtime towards the chokepoints should more or less be the same, I'd like to see that in a playtest to be sure though) and began to actually build it. The hay/grass field model is by pedroleum, as are the scarecrow and the well models. A 3D skybox has been added as well, but it's still WIP (as is everything else actually ).

    [Blocked Image: http://users.telenet.be/gus/csgo26.jpg]

  • Skybex
    • May 13, 2013 at 12:16 AM
    • #50

    Visuals look so much more unified now in these screens, much better looking than before.

    Are we going to see this in Mapcore tests any time soon? Was only able to play your map with bots before, be good to have some humans on it.

  • Squad
    • May 13, 2013 at 6:20 AM
    • #51

    Yes, whenever it's possible actually

  • FMPONE
    • May 13, 2013 at 8:32 AM
    • #52

    it is looking much better

    the testing times rarely work in my favor but i'd be interested in running around this one way or another

  • cincinnati
    • May 13, 2013 at 2:37 PM
    • #53

    there was a certain toy-like charm to some of the earlier versions that's completely gone now, but i think it's a fair trade.

  • RaVaGe
    • May 13, 2013 at 4:22 PM
    • #54

    Looks cool dude, imo you should do some vineyards on the 3d skybox, it will add a lot of depth to your map.

    [Blocked Image: http://faugeres.files.wordpress.com/2010/11/12187292950518-bf_les_vignes_des_dentelles1.jpg]

    [Blocked Image: http://www.wallfizz.com/nature/falaise/2710-vignes-au-pied-de-la-falaise-WallFizz.jpg]

  • Squad
    • May 13, 2013 at 10:20 PM
    • #55

    Thanks for the feedback, all!

    Quote from FMPONE

    the testing times rarely work in my favor but i'd be interested in running around this one way or another

    Sure, I'll send you the download link when it's up if you're not able to make it to a playtest

    PS: the well model is actually by Cpt Ukelele, my mistake.

  • Squad
    • June 16, 2013 at 2:18 AM
    • #56

    New update!

    In a nutshell:

    - I've deleted the 3D skybox and rebuild one from scratch

    - Expanded both spawn zones to support 16 spawns each

    - More clipping

    - Some heavily optimizing (which was needed in some areas)

    - Got rid of a lot of hardly used materials

    - ...

    T spawn zone.

    [Blocked Image: http://users.telenet.be/gus/csgo27.jpg]

    Here I added an extra entry to the courtyard leading to the basement. It was a last minute thing I added today, not sure yet if it's for the better or worse.

    [Blocked Image: http://users.telenet.be/gus/csgo28.jpg]

    I reworked the area with the long stairs: added a view which makes it feel less cramped and made the part with the tree and benches some sort of balcony, which should help Ts a little bit more.

    [Blocked Image: http://users.telenet.be/gus/csgo29.jpg]

    Other view.

    [Blocked Image: http://users.telenet.be/gus/csgo30.jpg]

    CT spawn.

    [Blocked Image: http://users.telenet.be/gus/csgo31.jpg]

    Redid the building with the arches, gave it a more uniform texture as well so it should fit better in the map now.

    [Blocked Image: http://users.telenet.be/gus/csgo32.jpg]

    Bombspot A is now a fountain ... which reminds me that I really need to start thinking of a somewhat believable story behind the map, haha.

    [Blocked Image: http://users.telenet.be/gus/csgo33.jpg]

    I added some mountains in the background (credits for that material go to Yanzl!).

    [Blocked Image: http://users.telenet.be/gus/csgo34.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo35.jpg]

  • RedYager
    • June 16, 2013 at 3:06 AM
    • #57

    This is a lovely looking scene, the third screenshot makes me want to jump in and walk around.

    Very good work Squad

  • Wail
    • June 16, 2013 at 8:05 AM
    • #58

    Not to be too critical, as I feel like these screens / this new version is a big improvement over the older versions. But I wouldn't mind seeing some (mild) colors back in on the buildings. Palette is pretty monochrome and I think the map lacks some individual character.

  • ElectroSheep
    • June 16, 2013 at 1:58 PM
    • #59

    That is really sweet !!! I love what the map become now I aggree with the comment above mine, just add some desaturated colored building if you want. It can add a lot.

  • Z3LCIAH
    • June 16, 2013 at 2:50 PM
    • #60

    Now that's an impressive looking map!

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