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de_ali (working name)

  • Squad
  • December 11, 2012 at 10:17 PM
  • Squad
    • December 15, 2012 at 9:31 PM
    • #21
    Quote from blackdog

    When I saw the sketch-over in the previous pages I thought you were going to cover the exit with the archway, making it play a bit like the bridge in Dust (in the old setup).

    That was the plan when I posted it I just thought this would be a better solution (having sort of an extra entrance in the courtyard).

  • El Moroes
    • December 15, 2012 at 9:51 PM
    • #22

    These modifications seems good indeed.

    In general I really liked your map ! Easy to learn with a quick gameplay and a good visual (except some ground textures), it was fun.

    My main complaint was about the CT side with the balcony. It was very frustrating in T side to be killed by a NME we didn't saw and after that, frustration to see that in T side we don't have a similar point to counter the CT. So I ask myself if it was possible to put a T point in this house to be able to counter the CT ?

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1101393129809337917/32F1F941A483CF670C9B092A3EDAF8FE0A89784C/]

    Also, for the next test, please do a first CLIP pass on the main path to have a fluid navigation

    Oh and I was ejected by this trailer (screen below). I though I was able to jump on it to reach the window...it's a false call for the player I think :

    [Blocked Image: http://cloud.steampowered.com/ugc/1101393129809330599/BCC9678A83C44321CD1C38F6EF81FD13159DC612/]

    In general it was fun, nice work !

    EDIT :

    I forgot this missed material here :

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1101393129809327649/41913383F9F6CE1F81F8A5545B87EA6E95FEA385/]

  • ElectroSheep
    • December 15, 2012 at 10:11 PM
    • #23
    Quote from Puddy

    What?

    Woops ! I thought this screenshot was from you

    http://users.telenet.be/gus/csgo_changes01.jpg

    Edit : also I'm really jealous of this map, seriuously !!!

    And Moroes is good at clipping, take it !!

  • Puddy
    • December 15, 2012 at 10:19 PM
    • #24

    I don't think a balcony for T is a good idea and now that CT has gotten a nerfed balcony it shouldn't be necessary.

  • Squad
    • December 15, 2012 at 11:12 PM
    • #25
    Quote from moroes

    These modifications seems good indeed.

    In general I really liked your map ! Easy to learn with a quick gameplay and a good visual (except some ground textures), it was fun.

    My main complaint was about the CT side with the balcony. It was very frustrating in T side to be killed by a NME we didn't saw and after that, frustration to see that in T side we don't have a similar point to counter the CT. So I ask myself if it was possible to put a T point in this house to be able to counter the CT ?

    Also, for the next test, please do a first CLIP pass on the main path to have a fluid navigation

    Oh and I was ejected by this trailer (screen below). I though I was able to jump on it to reach the window...it's a false call for the player I think :

    In general it was fun, nice work !

    EDIT :

    I forgot this missed material here :

    Display More

    I forgot to mention that I also blocked off the main balcony overlooking the whole T's left flank. I've been putting some detail in the ground today, but it's not high on my todo-list so not finished yet. Clipping is being done now as well, so that should go a lot smoother in the next beta hopefully

    I'll see what I can do about the trailer pushing players away.

    Thanks for the comment, moroes!

  • Squad
    • December 15, 2012 at 11:17 PM
    • #26
    Quote from Puddy

    I don't think a balcony for T is a good idea and now that CT has gotten a nerfed balcony it shouldn't be necessary.

    Hm, I do think it might still be a bit too hard for T's without any other modifications. CT's could still just spray down from the balcony upon the only entrance to the courtyard, if that balcony isn't accessible.

    Let's see in the next playtest how this goes?

  • Puddy
    • December 15, 2012 at 11:49 PM
    • #27

    Sorry Squad, I meant in response to moroes suggestion to put a T position here:

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1101393129809337917/32F1F941A483CF670C9B092A3EDAF8FE0A89784C/]

  • Squad
    • January 21, 2013 at 3:30 AM
    • #28

    Needed a break from this map and I've been working on something else in the meantime, but I finally got back to getting some work done on de_ali

    The biggest change is that I've been playing around with environment lighting a bit. About every official csgo map (and probably because of that a lot of custom maps as well) have this rather "bright and happy" environment lighting. I went and tried a different approach for this map. Personally, I think I kinda like it, taking into consideration the lighting is not fully optimized yet (it's a bit dark still and perhaps to pink as well) and it offers me a lot more possibilities regarding non-environmental lighting (dawn/sunset makes for a good oppurtinity to use lanterns/spots/whatever ... light sources).

    Anyway, I'd like some feedback on this

    Here are a few comparison shots:

    New

    [Blocked Image: http://users.telenet.be/gus/csgo10.jpg]

    Old

    [Blocked Image: http://users.telenet.be/gus/csgo01.jpg]

    New

    [Blocked Image: http://users.telenet.be/gus/csgo11.jpg]

    Old

    [Blocked Image: http://users.telenet.be/gus/csgo08.jpg]


    New

    [Blocked Image: http://users.telenet.be/gus/csgo12.jpg]

  • cincinnati
    • January 21, 2013 at 3:54 AM
    • #29

    i actually think that the sun should be a little darker (and/or lower in the sky) for that sort of pink to be believable. which is not to say that visibility should be darker...you'd have to work something out with upping the contrast and street/ambient lighting.

  • FMPONE
    • January 21, 2013 at 4:29 AM
    • #30

    New is better, but it's too harsh. CS:GO Source looks better with a more washed out tone. See if you can reduce the contrast and up the brightness a bit

    IMO, the pink itself should be the selling point, not differentiation of the "look" from the other maps, because that's not a good approach. The other maps have flattering lighting

  • Puddy
    • January 21, 2013 at 6:30 AM
    • #31

    If the old and new met halfway, that probably work. CS:GO is supposed to be very readable and easy on the eyes.

  • Squad
    • January 21, 2013 at 10:15 AM
    • #32
    Quote from FMPONE

    IMO, the pink itself should be the selling point, not differentiation of the "look" from the other maps, because that's not a good approach. The other maps have flattering lighting

    You're absolutely right on both accounts! And I very much like "bright and happy" maps btw

    Thanks for the comments all!

  • ElectroSheep
    • January 21, 2013 at 10:41 AM
    • #33
    Quote from Puddy

    If the old and new met halfway, that probably work. CS:GO is supposed to be very readable and easy on the eyes.

    I second this

  • Squad
    • February 18, 2013 at 7:56 PM
    • #34

    Decided to not go with the 'new' environment lighting, since I cannot find a decent skybox that actually works to go with it. I did find some nice HDR skyboxes (right here, by Firegod522) and I picked one of those.

    I've been detailing the map some more. Mainly the ground/streets (since I've been pushing that off for quite some time), blocking of the balcony in a prettier way than the temporary fences, and other things.

    I also have a question, is it possible to have displacements not block light? I can't seem to find anything about that anywhere.

    [Blocked Image: http://users.telenet.be/gus/csgo13.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo14.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo15.jpg]

  • Rick_D
    • February 19, 2013 at 11:50 AM
    • #35
    Quote from Squad

    Needed a break from this map and I've been working on something else in the meantime, but I finally got back to getting some work done on de_ali

    The biggest change is that I've been playing around with environment lighting a bit. About every official csgo map (and probably because of that a lot of custom maps as well) have this rather "bright and happy" environment lighting. I went and tried a different approach for this map. Personally, I think I kinda like it, taking into consideration the lighting is not fully optimized yet (it's a bit dark still and perhaps to pink as well) and it offers me a lot more possibilities regarding non-environmental lighting (dawn/sunset makes for a good oppurtinity to use lanterns/spots/whatever ... light sources).

    Anyway, I'd like some feedback on this

    Here are a few comparison shots:

    New

    [Blocked Image: http://users.telenet.be/gus/csgo10.jpg]

    Display More

    I actually think it's really nice, but you could tweak it a little more to be correct:

    [Blocked Image: http://cdn.cambridgeincolour.com/images/tutoria…t_twilight1.png]

    A twilight, dawn, dusk approach would be really interesting if pulled off right (http://www.cambridgeincolour.com/tutorials/natu…photography.htm)

  • Squad
    • February 19, 2013 at 10:09 PM
    • #36

    The problem is I can't find a decent skybox to go with it. The one in the picture was a placeholder (it has seams at the edges, but you can't see it in the picture). If anyone knows a place where you can download nice (HDR) skyboxes let me know

    That is an interesting link however. Thanks for sharing!

  • FMPONE
    • February 19, 2013 at 10:10 PM
    • #37

    I think this look

    [Blocked Image: http://users.telenet.be/gus/csgo10.jpg]

    is strong enough to go with. One thing I suspect is happening with Ali is that it doesn't stand out quite enough in individual screenshots, that would help

  • OrnateBaboon
    • February 19, 2013 at 10:40 PM
    • #38

    You could give this stock one a whirl. Mostly blue, but maybe enough red to make things work. I have found that sometimes a change of skybox can go a long way towards making the light look really different, even if it has not changed at all.

  • Minos
    • February 20, 2013 at 5:20 AM
    • #39

    This is looking badass man, great work so far!

  • Squad
    • February 20, 2013 at 7:00 PM
    • #40

    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]

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