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De_cache WIP (new version)

  • FMPONE
  • May 23, 2013 at 10:37 AM
  • FMPONE
    • May 23, 2013 at 10:37 AM
    • #1

    Hey guys, so after my last map I spoke with someone who encouraged me to make a current competitive map (de_cache) pretty. It felt like a good fun, brief project to work on after two pretty strenuous original maps which had their own set of balance needs and weeks-long adjustment period. This one we know is fun, and I could just have some fun making it look nice. The creator Volcano is one of the most famous CS players in history~~ (his kdr>yours lol) and he's cool and totally supportive.

    Only problem now is I need like 2-3 custom models and textures to replace some of the placeholders I'm using, but the idea of adding a third person to such a project is not ideal. This shows me a place I definitely need to grow as an artist, unfortunately I'm a bit overloaded with projects to learn to model or texture, but the need is now pretty glaring, I should be able to handle something like this on my own... still, I may attempt to make the textures we need, learning to model would take too long for this one project.

    Old:

    [Blocked Image: http://i.imgur.com/eIDW8O0.jpg]

    New:

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    Anyways I'm taking a weekend vacation now, but I look forward to hearing what you guys think. Take care.

  • Evert
    • May 23, 2013 at 11:01 AM
    • #2

    Really nice stuff

  • Mazy
    • May 23, 2013 at 11:18 AM
    • #3

    Kewl~

  • ⌐■_■
    • May 23, 2013 at 11:59 AM
    • #4

    shiiit... nice stuff!! incredible improvement over the original visually. kinda reminds me of call of duty mw

  • iwxanthi
    • May 23, 2013 at 1:34 PM
    • #5

    Looks really good! Only screen 12 with the glass behind the glass is a bit of a strange design choice.

  • blackdog
    • May 23, 2013 at 2:37 PM
    • #6

    What to say if not "woa!".

    I find the general look a bit too brownish; two small details:

    * maybe it's just placeholder but... wooden planks floor for a storage room with containers? ([Blocked Image: http://i.imgur.com/u7WPsIT.jpg])

    * pillars are very unusual here ([Blocked Image: http://i.imgur.com/odWPjpa.jpg]) they "disturb" me; also the ceiling has something that looks wrong to me, I guess it's the "edge-to-edge" windowing that doesn't seem to play well with the rails running underneath. I'd just simplify.

  • KungFuSquirrel
    • May 23, 2013 at 2:44 PM
    • #7

    Looks fantastic, man. You're on a roll!

    Edit: I should add, you're also doing a great job of preserving the layout + maintaining what looks like should be excellent readability of characters, which super critical. Great choice of textures and lighting!

  • selmitto
    • May 23, 2013 at 3:25 PM
    • #8

    Insanely good!

    How do you do that? What's the black magic? I'm in need for this dark sorcery.

    More seriously, I'm always interested in the process. Any chances on sharing anything about your decisions to apply X art to Y environment/ which are the original assets vs. created by yourself/ etc.

    I have a hard time on creating assets too, so it'd be great to know "how much it was possible to do on your project" taking that in consideration

  • JeanPaul
    • May 23, 2013 at 4:06 PM
    • #9

    Dude this, this is amazing. I really love what you have done with the outdoor parts, its pretty much spot fucking on.

    Bombsite B is kind of ugly though, Id give that room a reworking.

  • ⌐■_■
    • May 23, 2013 at 4:29 PM
    • #10
    Quote from Al Anselmo~Intelect0

    Insanely good!

    How do you do that? What's the black magic? I'm in need for this dark sorcery.

    More seriously, I'm always interested in the process. Any chances on sharing anything about your decisions to apply X art to Y environment/ which are the original assets vs. created by yourself/ etc.

    I have a hard time on creating assets too, so it'd be great to know "how much it was possible to do on your project" taking that in consideration

    i concur, would be very interesting to read indeed [Blocked Image: http://i565.photobucket.com/albums/ss96/TheTwilightStorm/Smileys/bth_monocle.gif]

  • iwxanthi
    • May 23, 2013 at 7:22 PM
    • #11
    Quote from Al Anselmo~Intelect0

    Insanely good!

    How do you do that? What's the black magic? I'm in need for this dark sorcery.

    More seriously, I'm always interested in the process. Any chances on sharing anything about your decisions to apply X art to Y environment/ which are the original assets vs. created by yourself/ etc.

    I have a hard time on creating assets too, so it'd be great to know "how much it was possible to do on your project" taking that in consideration

    There is no magic. Just working your ass off 24/7

  • PhilipK
    • May 23, 2013 at 8:10 PM
    • #12

    Rad!

  • ElectroSheep
    • May 23, 2013 at 8:50 PM
    • #13

    This is good ! But I aggre, B is not that good. Looks unrealistic with the other shots.

  • General Vivi
    • May 23, 2013 at 9:20 PM
    • #14

    I personally would love to see more deep reds in the environment. Maybe that's my inner Mirrors edge coming out though .

    Nothing big of course, just small stuff like pipes here and there.

  • mjens
    • May 23, 2013 at 9:45 PM
    • #15

    I'm starting to like soft lighting from Soure Engine but the interiors look the same bright as the outdoors. I know it's multiplayer and visibility is very important but a bit darker indoors would be awesome. Would be?

    Still it's amazing job, good luck with the release!

    EDIT:

    Oh, and the plants under the ceiling are a bit "no way" to me. If there's such a big plant there should be more light/hole to provide water/ground somewhere there. See:

    [Blocked Image: http://25.media.tumblr.com/tumblr_malsf14VtA1rwcvg2o1_1280.jpg]

    [Blocked Image: http://25.media.tumblr.com/tumblr_malradmok41rwcvg2o1_1280.jpg]

  • OrnateBaboon
    • May 23, 2013 at 10:11 PM
    • #16

    I am beginning to think FMPONE is not one guy, but a group of mappers toiling away in a lab to bring us great looking levels every few months. Seriously great output!

    Regarding the modelling stuff. I am not sure the map really needs much more in that department. It has a clean and tidy, yet detailed look all round, while crucially, preserving the layout. Very closely it seems too.

    I am sure an artist could help with a lot of things like 3d sky meshes perhaps, and some other bits, but it is not a map that I look at and say, "needs more meshes". To me, it looks like you have done what should be done. Took a clan map that was quite basic visually, and turned it into something impressive. All while maintaining all the key components required for competitive play.

    I also like how a couple of the screens come across as bravely minimalistic - similar to a lot of professional maps, which avoid clutter and over the top detail in places that see a lot of combat.

  • Steppenwolf
    • May 24, 2013 at 2:14 AM
    • #17

    Looks awesome. You always had it in you to make nice looking stuff. But i remember the old days when you struggled to finish anything. You have improved so much in that regard. Keep up the good work!

  • Minos
    • May 24, 2013 at 2:37 AM
    • #18

    Looks sick man!

  • dux
    • May 24, 2013 at 3:36 AM
    • #19

    Nice work.

  • D3ads
    • May 24, 2013 at 7:27 PM
    • #20

    It looks brilliant just like all of your work, absolutely stunning! I'm just not honestly sure what it is, Chernobyl NPP has been teleported into an American Industrial Complex... ?!

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