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de_chinatown

  • Skybex
  • April 29, 2013 at 8:26 PM
  • Skybex
    • April 29, 2013 at 8:26 PM
    • #1

    Hello all

    Seeing all these awesome CSGO maps coming out of Mapcore inspired me to start my own one, so here i am with a Chinatown themed map. Originally it was going to be set in China, but that would probably have meant near 100% custom assets, so I decided on making it a Chinatown in an American city.

    Its a small, aggressive DE map designed specifically for the smaller player amounts in CSGO. But I will also prepare a Demolition version of the map.

    Still a lot of work to do as the map is only at its first pass stage. Feedback is appreciated, or ideas for the type of things that could be added to help the theme.

    [Blocked Image: http://www.skybex.com/images2/chinatown01.jpg][Blocked Image: http://www.skybex.com/images2/chinatown02.jpg][Blocked Image: http://www.skybex.com/images2/chinatown03.jpg][Blocked Image: http://www.skybex.com/images2/chinatown04.jpg][Blocked Image: http://www.skybex.com/images2/chinatown05.jpg][Blocked Image: http://www.skybex.com/images2/chinatown06.jpg]

  • TarrySruman
    • April 30, 2013 at 7:29 AM
    • #2

    Put some more supports under those rails!

  • RaVaGe
    • April 30, 2013 at 4:15 PM
    • #3

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/syndicate-concept-art-4_163163-1920x1080.jpg]

    Please try to do something like that, a chinatown in america doesn't make any sense imo.

  • Squad
    • April 30, 2013 at 5:04 PM
    • #4

    Looks like a fun map (juding from the pictures )!

    Does the map have a placeholder environmental lighting or is this the way you're going for? I'd consider trying a more atmospheric approach. An evening/night setting combined with neon lights, small lamps, etc could be nice, I think. As in this photo:

    [Blocked Image: http://urbanblue.files.wordpress.com/2006/09/chinatown.JPG]

    What is the rail btw?

  • blackdog
    • April 30, 2013 at 8:28 PM
    • #5

    The second screenshot makes me think that you could use the lanterns as an unconsciouns guidance for the players, to move along the main routes; if you try the approach Squad is suggesting, it could work even better!

  • Skybex
    • May 1, 2013 at 12:53 AM
    • #6

    Thanks for the comment guys.

    Squad. Currently everything is placeholder, What you see is 2 weeks of work since I got the layout down, that includes the lighting. Initially I was going in the direction of the image you posted, but it was too much like one of those maps that might look good in screens, but no one would play because it is either too gloomy, or too dark. So I have been trying with every compile to find a nice balance between friendliness and atmosphere where the lights and lanterns can show through.

    and the rail thing will eventually look something like this.

    [Blocked Image: http://10000solutions.org/sites/default/…ons/railway.jpg]

    Will take some time to model it so I want to make sure I have the final dimensions/scale before getting to work on it.

    RaVaGe. Doing a US version of Chinatown means I can use a lot of the stock content to get results like in the images below. Setting it in China would mean so much more custom content, making the download size massive, and turning it into a year long project.

    [Blocked Image: http://farm3.staticflickr.com/2472/3978442581_d2e80e871f_o.jpg]

    [Blocked Image: http://www.destination360.com/north-america/…s/chinatown.jpg]

    http://www.new-york-chinatown.info/photos/chinatown-3.jpg

    http://farm8.staticflickr.com/7063/6795379236_7c49204165_z.jpg

    blackdog. I didn't think of the lanterns in that way, only added them to add shadow over the bare road, but that's a good idea

  • TarrySruman
    • May 1, 2013 at 2:30 AM
    • #7
    Quote from RaVaGe

    a chinatown in america doesn't make any sense imo.

    http://en.wikipedia.org/wiki/Chinatown,_San_Francisco

    >over 100,000 citizens

    >founded 1848

    >draws more tourists than the Golden Gate Bridge

  • Skybex
    • May 8, 2013 at 12:25 AM
    • #8

    Little update

    Made some changes based on feedback from last weeks test, and started working towards making some more Chinese style buildings. As always, feedback and your views are welcome.

    [Blocked Image: http://skybex.com/images2/chinatown08.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown07.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown09.jpg]

  • Squad
    • May 12, 2013 at 10:15 PM
    • #9

    Weird this hasn't got any replies yet.

    It's starting to look more like chinatown, but I feel it's still missing something. Maybe it's the architecture which is still looking too "Western", how about some chinese looking railings, pillars, ... with colourful accents? What about some little street markets?

    Perhaps it's the lighting. Your justified concern that it can not be too gloomy or dark, if you could manage to get an atmosphere as in the picture below, that should work I guess.

    It's not too dark, but it still allows for neon lights/lampions/lanterns to come out looking good.

    I can not comment on the gameplay, as I've not played it, but I'm hoping I'll be able to attend in the next coming weeks Keep it up!

    [Blocked Image: http://4.bp.blogspot.com/-B3T-qET8ZjM/UH0O6xQPWWI/AAAAAAAAAMQ/5SKKzIgGY00/s1600/Chinatown+Singapore.jpg]

  • Skybex
    • May 13, 2013 at 7:58 PM
    • #10

    Some stuff I did over the weekend, and did a lot of changes based on information from the tests.

    Also Squad, made some attempt to make things a little more like in the images you posted. Still needs a lot of work to get looking right, but I think its going in the right direction.

    Also modelled the railway bridge finally

    [Blocked Image: http://skybex.com/images2/chinatown10.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown11.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown12.jpg]

    [Blocked Image: http://skybex.com/images2/chinatown13.jpg]

  • ElectroSheep
    • May 13, 2013 at 9:31 PM
    • #11

    This is really good

  • Minos
    • May 13, 2013 at 9:41 PM
    • #12

    Starting to look cool!

    I'd get some more ornate and thinner trims, right now most of the trims are so thick that they make everything look even more bsp`ish. I also think you could get some more color pops here and there, right now everything looks very desaturated which is how 99% of CS:GO maps look Even with this desaturated lighting that you got going, you could gain a lot by using a few saturated walls here and there.

  • Sjonsson
    • May 14, 2013 at 8:55 AM
    • #13

    I agree with Minos, it's taking shape now!

    Something I noticed was that some streets look very clean, streets generally aren't clean - add some more papers and other kind of trash, that's my suggestion.

  • Squad
    • May 14, 2013 at 10:40 PM
    • #14

    I think it looks more interesting now Perhaps a less cloudy sky? The lighting doesn't yet match the skybox (at least from the pictures), but I'm guessing it's still WIP.

    Nice work on the railway, but the rails seem to be floating?

    Is there a download available by any chance (older version would be cool too!)? I'd love to check it out

  • FMPONE
    • May 14, 2013 at 11:40 PM
    • #15

    The lighting is the big issue for me now, too many colors not congealing well together

    might make it a night map?

  • blackdog
    • May 15, 2013 at 9:12 AM
    • #16

    Personally I'd go for an "overcast at dusk" setting. And also what Minos said about adding some saturated color spots.

  • Skybex
    • May 15, 2013 at 2:17 PM
    • #17

    I tried some more night settings and closer to dusk and dawn settings, but I am coming to the realisation that with the new CSGO lighting, dark maps are not really possible. Any slightly dark settings looks quite stupid with the super crisp shadows that the game has now. And the light is more dictated by the colour of the light environment, and not so much the brightness.

  • ElectroSheep
    • May 15, 2013 at 2:40 PM
    • #18

    You can remove the sharp dynamic shadows with an entity called "env_cascade_light" with a setting of 0 for the "Max Shadow Distance".

  • Squad
    • May 15, 2013 at 10:42 PM
    • #19

    There is also an option in light_environment to add diffuse to shadows.

    Quote

    SunSpreadAngle (New with Source 2007) <float> The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. If you're trying a night atmosphere, sometimes you'll need up to 180. You'll also have to turn down the shadow alpha in your shadow_control entity - try changing the Shadow Color variable to something such as 50 50 50.

    Here's a link with more explanation and some example pictures: http://www.nodraw.net/2011/01/sunspreadangle/

  • kanine01
    • May 16, 2013 at 3:17 AM
    • #20

    I think you need to have a city skyline in the 3d skybox.

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