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de_havana

  • Lajron
  • September 27, 2014 at 5:21 PM
  • blackdog
    • July 2, 2016 at 7:44 PM
    • #101

    Fidel can't handle such awesomeness

  • Radix
    • July 4, 2016 at 3:36 PM
    • #102

    Looks impressive!

    But did you ever try to put it all together and compile the whole map? Just to see how it "feels" and to be sure that good old Source can handle this.

  • tomm
    • July 4, 2016 at 5:16 PM
    • #103
    Quote from Radix

    1 hour ago, Radix said: Looks impressive!

    But did you ever try to put it all together and compile the whole map? Just to see how it "feels" and to be sure that good old Source can handle this.

    thanks

    @Lajron is probably trying to avoid this question

    We're focusing on one area at a time, so a good half of the map still looks half-assed, but since we already have plenty of assets it shouldn't be a problem to "art" the rest of the map up. It's just a matter of moving to another area once we're happy with what we're currently working on.

    So the answer is no :[

    We should have a playable version soonish(I might regret this)

  • Vaya
    • July 5, 2016 at 9:39 AM
    • #104

    really looking forward to this one. Map looks nuts - if you can 'normalise' the gameplay more it'll be AAA.

  • Lajron
    • July 5, 2016 at 1:40 PM
    • #105

    Could you elaborate more on " if you can 'normalise' the gameplay more it'll be AAA. "

    The gameplay is pretty much gonna be like the old havana i think you've been on some of the playtests.The only difference is i killed some of the height elevation because it looked like you were fighting on the hills and not in a city.Also i'm trying to keep the low level as clean as possible so it doesn't feel too cluttered and the upper level(2nd floor , 3rd floor etc..) more detailed.

  • Vaya
    • July 5, 2016 at 2:09 PM
    • #106

    I might be speaking out of turn- was a while since we last played- but I remember the hotel bombsite + the area around being quite awkward- as well as CTs connection to mid.

    Ignore for me for now as it may of been fixed ages ago and I've forgotten about a playtest in between :P

  • RA7
    • August 12, 2016 at 11:44 AM
    • #107

    Very very nice work!

  • 'RZL
    • August 12, 2016 at 4:50 PM
    • #108
    Quote from tomm

    On 7/4/2016 at 6:16 PM, tomm said: We should have a playable version soonish(I might regret this)

    Quote from tomm

    On 7/4/2016 at 6:16 PM, tomm said: soonish

    Quote from tomm

    On 7/4/2016 at 6:16 PM, tomm said: (I might regret this)

    Do you already regret?!

  • tomm
    • August 12, 2016 at 5:03 PM
    • #109
    Quote

    10 minutes ago, 'RZL said: Do you already regret?!

    *points at @Lajron* it's his fault

    here's a statue with tits as an apology.

    [Blocked Image: http://i.imgur.com/B0pG6bQ.png]

  • Lizard
    • August 12, 2016 at 6:11 PM
    • #110
    Quote from tomm

    1 hour ago, tomm said: *points at @Lajron* it's his fault

    here's a statue with tits as an apology.

    [Blocked Image: http://i.imgur.com/B0pG6bQ.png]

    [Blocked Image: http://i.imgur.com/b6fyd3w.gif]

  • tomm
    • August 12, 2016 at 11:42 PM
    • #111

    spam(update) time


    we're seriously struggling with art direction in some parts of the map and we feel like we just can't get it right. I personally think we've made a huge visual mess.

    bear in mind that it's still wip, there's no 3d skybox and we haven't really done any proper detailing in many parts, we're just trying to get things to look nice and readable first.

    feedback is highly appreciated.


    [Blocked Image: http://i.imgur.com/jesjk33.jpg]

    [Blocked Image: http://i.imgur.com/BgDOL7S.jpg]

    [Blocked Image: http://i.imgur.com/FmjVR1p.jpg]

    [Blocked Image: http://i.imgur.com/q9j3IpH.jpg]

    [Blocked Image: http://i.imgur.com/L83ZZPm.jpg]

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


    and some more polished stuff

    [Blocked Image: https://i.imgur.com/QjQmLe5.jpg]

    [Blocked Image: https://i.imgur.com/Fmr2PtB.jpg]

    [Blocked Image: https://i.imgur.com/CXkhhJP.jpg]

  • RA7
    • August 13, 2016 at 12:51 AM
    • #112

    Man i cant wait to play this map.

  • Vaya
    • August 13, 2016 at 9:09 AM
    • #113
    Quote from tomm

    9 hours ago, tomm said: we're seriously struggling with art direction in some parts of the map and we feel like we just can't get it right. I personally think we've made a huge visual mess.[Blocked Image: http://i.imgur.com/jesjk33.jpg]

    [Blocked Image: http://i.imgur.com/BgDOL7S.jpg]


    and some more polished stuff

    out of all the screens you posted I would say these are the only ones that could be seen as a 'visual mess.' I would recolour at least some of the tarp so the scene isn't so blue. Maybe remove the clothes as well as they are too distracting. I don't like 'construction' areas in general on most maps as they've been well overdone now- like graffiti overlays.

    I think the real problem here is you have fatigue from staring at this day in and day out and you're now finding problems where there isn't really any :P The map looks insanely good.

  • El_Exodus
    • August 13, 2016 at 11:16 AM
    • #114
    Quote from Vaya

    2 hours ago, Vaya said: I think the real problem here is you have fatigue from staring at this day in and day out and you're now finding problems where there isn't really any :P The map looks insanely good.[/b]

    So much this

  • will2k
    • August 14, 2016 at 1:08 PM
    • #115
    Quote from tomm

    On 8/13/2016 at 1:42 AM, tomm said: [Blocked Image: https://i.imgur.com/CXkhhJP.jpg]

    The indoor atrium shots are dripping with awesomeness, great job :)

    The outdoors seem open with a lot of props (could be wrong though as I'm just judging from screenshots); occluders might have to come to play to keep things in check. Just keep this in mind ;)

  • Squeebo
    • August 15, 2016 at 10:09 PM
    • #116

    This map looks fantastic. Really looking forward to testing!

  • blackdog
    • August 21, 2016 at 10:23 PM
    • #117

    @tomm you at e reaching the limit of awesome for a single map. GTFO please!

    But seriously, yes art can be improved but surely you'll get good tips from fellow mapcoreans; haven't played the map myself and can't suggest anything different from what has been mentioned already from the shots.

    Also: the hotel atrium reminds me a lot of one of the first UE3 promotional videos, where they were showing GO for the first time (I think)

  • Guest
    • August 22, 2016 at 6:02 PM
    • #118

    Map is really coming along, cant wait to see it in action :)

  • vartaxe
    • September 27, 2016 at 12:39 PM
    • #119

    keep up the good work!

  • RivFader
    • February 6, 2017 at 11:29 AM
    • #120

    Any updates on this recently?

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