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CS: Canals

  • korey101
  • September 22, 2014 at 12:42 AM
  • korey101
    • September 22, 2014 at 12:42 AM
    • #1

    Hi everyone


    I guess i am kind of new to this forum. I am hoping I can get some some feed back and critique on my latest work in CSGO SDK.


    The map has been mostly inspired by "Roat Kanals" chapter in the half life 2 game, and takes some concepts that are remade into CS: Canals.


    Workshop page : http://steamcommunity.com/sharedfiles/fi…s/?id=312896034


    [Blocked Image: http://i941.photobucket.com/albums/ad256/art_of_korey_barton/2014-09-19_00005_zps0a0a3b06.jpg]


    [Blocked Image: http://i941.photobucket.com/albums/ad256/art_of_korey_barton/2014-09-19_00009_zpsc9b8455d.jpg]


    [Blocked Image: http://i941.photobucket.com/albums/ad256/art_of_korey_barton/2014-09-19_00017_zps87d59250.jpg]


    [Blocked Image: http://i941.photobucket.com/albums/ad256/art_of_korey_barton/2014-09-19_00015_zps2c0a1bc2.jpg]


    [Blocked Image: http://i941.photobucket.com/albums/ad256/art_of_korey_barton/overveiw_zpsaed2a834.jpg]

  • Vaya
    • September 22, 2014 at 10:10 AM
    • #2

    that looks great!

  • TheGuma
    • September 22, 2014 at 4:59 PM
    • #3

    I always wondered how Half Life 2 would have looked remade on CS:GO engine, since the lighting is way more natural. Keep up the good work!

  • -HP-
    • September 23, 2014 at 11:21 PM
    • #4

    Good stuff, but those repeating concrete slabs are very distracting. You can find easy ways to introduce some material break up, or at least disguise the tilling with more geo, vegetation, whatever.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/30720521594345020/6E3780B760FBE479F4E04F8767CE4F7CC369566C/]

  • Xanthi
    • September 24, 2014 at 1:35 AM
    • #5

    Looks good but lighting is a bit flat. Would try some different settings for the ambient to add a bit more depth.

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