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What I'm Working On

  • FMPONE
  • June 5, 2014 at 12:49 PM
  • FMPONE
    • September 25, 2015 at 2:41 PM
    • #281

    Coming soon!

    [Blocked Image: http://i.imgur.com/Y4NtzBZ.jpg]

    [Blocked Image: http://i.imgur.com/uQTS9va.jpg][Blocked Image: http://i.imgur.com/YmH184s.jpg][Blocked Image: http://i.imgur.com/F5Tzdl1.jpg][Blocked Image: http://i.imgur.com/4Y9xo1p.jpg][Blocked Image: http://i.imgur.com/LCHwLZN.jpg][Blocked Image: http://i.imgur.com/aUBXpXm.jpg][Blocked Image: http://i.imgur.com/Aw5duQp.jpg]

  • RivFader
    • September 25, 2015 at 2:45 PM
    • #282

    Wow, this looks amazing. And just in time for the next operation as well!

  • FMPONE
    • September 25, 2015 at 2:46 PM
    • #283
    Quote from RivFader

    Wow, this looks amazing. And just in time for the next operation as well!

    I wouldn't be so sure about that unfortunately. I'm not going to hurt the map to make a deadline, quality comes first.

  • MTCyclone
    • September 25, 2015 at 2:57 PM
    • #284
    Quote from FMPONE

    Coming soon!

    [Blocked Image: http://i.imgur.com/Y4NtzBZ.jpg]

    [Blocked Image: http://i.imgur.com/uQTS9va.jpg][Blocked Image: http://i.imgur.com/YmH184s.jpg][Blocked Image: http://i.imgur.com/F5Tzdl1.jpg][Blocked Image: http://i.imgur.com/4Y9xo1p.jpg][Blocked Image: http://i.imgur.com/LCHwLZN.jpg][Blocked Image: http://i.imgur.com/aUBXpXm.jpg][Blocked Image: http://i.imgur.com/Aw5duQp.jpg]

    This looks damn sexy! Good job! I hope valve add some good maps in next operation. Bloodhound just sucked...

  • mr.P
    • September 25, 2015 at 3:25 PM
    • #285
    Quote from FMPONE

    Coming soon!

    [Blocked Image: http://i.imgur.com/Y4NtzBZ.jpg]

    [Blocked Image: http://i.imgur.com/uQTS9va.jpg][Blocked Image: http://i.imgur.com/YmH184s.jpg][Blocked Image: http://i.imgur.com/F5Tzdl1.jpg][Blocked Image: http://i.imgur.com/4Y9xo1p.jpg][Blocked Image: http://i.imgur.com/LCHwLZN.jpg][Blocked Image: http://i.imgur.com/aUBXpXm.jpg][Blocked Image: http://i.imgur.com/Aw5duQp.jpg]

    this my lord, is inspiring!

  • Vilham
    • September 25, 2015 at 4:11 PM
    • #286

    Image 3, fix the smoothing groups.

  • Pampers
    • September 25, 2015 at 4:19 PM
    • #287
    Quote from Vilham

    Image 3, fix the smoothing groups.

    Literally unplayable.

  • raigeki
    • September 25, 2015 at 5:19 PM
    • #288

    this looks so amazing!

  • Sknpu
    • September 25, 2015 at 7:20 PM
    • #289

    I can't wait to play this, it looks stunning!

    Keep up the fantastic work :D

  • FMPONE
    • September 25, 2015 at 7:26 PM
    • #290

    Thank you for the crit/support guys!

  • Squad
    • September 25, 2015 at 7:49 PM
    • #291

    Absolutely georgous! Love the little ruin in the background at CT spawn :)

  • DrywallDreams
    • September 25, 2015 at 8:51 PM
    • #292

    Santorini's lookin' good!

    The white walls look rather flat, though. The lighting isn't helping much, either. IMO the sky should be a bit more saturated (i.e. a deeper blue), the shadows should be a bit more contrasting, and the walls should have specular highlights applied. The palm tree model that ships with the game also is ridiculously desaturated looking, but I don't suppose there's much you'd want to mess with there (maybe some color correction?)

    Also, you seem to go a bit nuts with disabling ambient occlusion on walls. Ambient occlusion can look ugly on small surfaces, but can go a long way in portraying depth. Currently mid is looking pretty small as a result.

  • El_Exodus
    • September 25, 2015 at 9:07 PM
    • #293

    Was about to write a similar thing like DrywallDreams (I seem to be too stupid to use the @ feature correctly)

    It's looking very pretty so far, but it looks like your textures are still WIP. On Season you managed to make the map look bright and clean, without looking flat or boring. On these screenshots on the other hand, it looks flat and too desaturated. I feel like more little details/decals on the walls would benefit the visuals. Also you should maybe decrease the ambient light value a bit, so we get more contrast and therefore visual tension. But not too much ofc, because of the good visibility CS needs :P

    Looking forward to the release!

  • Cruckz
    • September 25, 2015 at 10:59 PM
    • #294

    if you don't mind me asking how long has this taken you to put together Shawn? From block out to how it is now?

  • FMPONE
    • September 25, 2015 at 11:20 PM
    • #295
    Quote from Cruckz

    if you don't mind me asking how long has this taken you to put together Shawn? From block out to how it is now?

    Somehow it's turned into my longest project. ~9 months and counting, about 1/3 of which was layout design.

    I think all of the projects I've worked on up to now have shown me what it _really_ takes to be successful in GO as a custom map, so I'm trying to be comprehensive and not make any avoidable errors.

  • Bodd Jonar
    • September 26, 2015 at 12:44 AM
    • #296
    Quote from FMPONE

    I think all of the projects I've worked on up to now have shown me what it _really_ takes to be successful in GO as a custom map, so I'm trying to be comprehensive and not make any avoidable errors.

    Such as? :???: Working on my first map so could use some advice if you don't mind.

  • Overdoziz
    • September 26, 2015 at 12:26 PM
    • #297
    Quote from Bodd Jonar

    Such as? :???: Working on my first map so could use some advice if you don't mind.

    Boxes everywhere.

  • hamilton5
    • September 28, 2015 at 12:20 AM
    • #298
    Quote from FMPONE

    ... so I'm trying to be comprehensive and not make any avoidable errors.

    and not make any avoidable errors?! :facepalm:

  • Squad
    • October 9, 2015 at 11:00 AM
    • #299
    Quote from FMPONE

    OK! Here are the first screenshots of DE_SANTORINI.


    [Blocked Image: http://i.imgur.com/ktsfq26.jpg]

    [Blocked Image: http://i.imgur.com/d9Ec8fD.jpg]


    For this level, I'm trying to purely map "tones", until I'm ready to add in actual textures. The tones allow me to control for contrast without being overwhelmed by the need to balance specific colors within a scene. This also allows me to understand the types of props I need in an area without being biased by color preferences beforehand. This means I'm building a lot of geometry in place of meshes, for the time being, and the meshes will be added later by a talented artist named Dimitri, recommended by none other than Kikette

    Display More

    Since the map is nearing completetion, I was wondering the other day how this has turned out as a workprocess for you. Did you plan this approach specificly for this map, since it's a bright place with lots of (shades of) white? If so, are you planning on sticking to this process for future projects?

  • FMPONE
    • October 15, 2015 at 4:38 AM
    • #300
    Quote from Squad

    Since the map is nearing completetion, I was wondering the other day how this has turned out as a workprocess for you. Did you plan this approach specificly for this map, since it's a bright place with lots of (shades of) white? If so, are you planning on sticking to this process for future projects?

    Yes it was extremely helpful. I'm going to stick with it from now on.

    BTW the map is almost done.

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