EDIT: New photos below this post! [Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage] Hi Guys! I've spent 5 working-days to make this first iteration of the map. In de_Granada the counter-terrorists needs to stop the terrorists from destroying the Sunday marketplace and the local nuclear/narcotics storage. http://steamcommunity.com/sharedfiles/fi…s/?id=324768555 I'm hungering for feedback! I appreciate your time
Edit: more pictures[Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage]
NEW - de_Granada
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I agree with the comments on the workshop, this map has not a lot of elevation which some people will find boring. Also what he said about the Dust2 doors do look odd where you placed them.
Do you happen to have a radar or layout map?
For one week this is looking pretty good, I'm sure with more time it will only look better!
EDIT: wording
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I've added some more photos above, including the layout picture!

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Patch 1:
Made B-bombsite a bit brighter
Took away some of the open spaces
Addedelevation gameplay
Fixed BSP crack on bombplace B
Removed alot of the windows
Added side trimmings to houses
Fixed the BSP-crack at bombplace A
Fixed the lightningproblem that made the overlays completely dark
More props between CT and mid
Fixed the flying crates at bombspot A
Removed playerclip to allow for boosting at crates at bombsite A
Fixed the big where terrorists sometimes spawned inside of eachother
Remade the look of several buildings
Added roof beams
Easier for T and CT to know where to go for bombspots by adding decals
Repurposed the corridor between mid and B into a balcony to make the rotation to B slower for CT
A bit longer run for T to get to A by placing additional props in the way
Added better and more playerclip to balconys
Changed the skybox
Added a 3d-skybox
Added several cubemaps around the map
Made bigger buyzones for both T and CT
Added better lighting(from normal to final build)
Added a new elevated passage from mid to A.
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Nice job for 5 days! But I agree with birdwizard, do you added some verticality in your map or spot elevation? Maybe it's will be fun to have an access on an roof? just a suggestion!
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Reference pics, layout ideas, inspirations? Share what you have, let's see that stuff please.
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Thank you Ugui! I have added a way to go from mid to A-bombsite by going inside one of the buildings and up 2 floors, but I will try to add more elevated gameplay areas later on.
Nexusdog, great point! I started by making a topdown layout:
[Blocked Image: http://i.imgur.com/57hvtYe.png]
As you can see it has changed a bit!
This topdown with reference pictures was all I made before I started to create the level.
I started with a quick blockout:
[Blocked Image: http://i.imgur.com/C0KORCI.jpg]
Followed by a more advanced blockout:
[Blocked Image: http://i.imgur.com/st0ZK6O.jpg]
After that I did a quick texturing of the level, just so the player could orient themselves better:
[Blocked Image: http://i.imgur.com/4Zs3OfK.jpg]
And then I started to add props to the buildings:
[Blocked Image: http://i.imgur.com/eUvHycx.jpg]
One thing that I had problems with (and still have) is that I did alot of things to my BSP's that you never should do, like rotating them without snapping. Hammer forces the BSP to align when you compile and it gave my roofs very odd shapes:
[Blocked Image: http://i.imgur.com/57KAksr.jpg]
I chose to stick with my decision on rotated BSP roofs(they are still in there but I replaced the worst ones) and I will have to fix all my roofs in an upcomming patch.
I continued to prop the buildings:
[Blocked Image: http://i.imgur.com/qQK3V2X.jpg]
[Blocked Image: http://i.imgur.com/BvN5jE0.jpg]
[Blocked Image: http://i.imgur.com/BvN5jE0.jpg]
Iterated by adding more props:
[Blocked Image: http://i.imgur.com/27DonOL.jpg]
[Blocked Image: http://i.imgur.com/27DonOL.jpg]
[Blocked Image: http://i.imgur.com/XebfLuP.jpg]
This was the first iteration that went up on Steam:
[Blocked Image: http://i.imgur.com/6PxkinP.jpg]
[Blocked Image: http://i.imgur.com/J2r67WL.jpg]
[Blocked Image: http://i.imgur.com/U2xekQT.jpg]
And this is how it looks today after patch 1:
[Blocked Image: http://i.imgur.com/cZ7pjxq.jpg]
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Remember to use nodraw in all non-seeable blocks. It helps with optimization.
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Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help?
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Do you plan on making the outdoor ground texture more detailed, what you have now is very dull?
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birdwizard - I will fix this in an upcomming patch. I'm not at all pleased by how it looks at the moment. As of now the 2 next big things I need to change on the map are the roofs and the ground.
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Patch 2:
Aligned all textures
Added ropes
Added fog
Added a lamp in A site
Added flickering lights at B and A site
Added chickens
Added color correction
Added wind
Added animated trees
Optimization pass on lightmap
Added post postprocessing(blur)
Added several more cubemaps
Added new overview map without roofs
Changed the size of bombsite A and shortened one of the ways getting to it for T.
Fixed several spots where player could get up on roofs by adding more playerclips
Fixed BSP crack at the second floor leading to the balcony
Fixed overlay wall-bleedthrough on BSPs
Minor BSP align-corrections
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A couple of new dev photos:
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I made a developers journal, check it out below:
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Quote from Explosives
Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help?
You should do that from the start instead of putting it on a todo-list. Nodraw is my default texture and I fully cover each brush I make with it. Then I only texture the faces that need a texture, so I can be pretty sure most faces are covered with Nodraw and it doesn't take me a shitload of time to fix it afterwards (with a chance of missing a lot).
Quote from ExplosivesA couple of new dev photos:
[Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525857978/B4837912D7B1CA9E3D81E9FC95C2485C6B1E5B58/637x358.resizedimage]
This overview suggests that you build the map in a giant hollow skybox cube. Is my assumption correct?
The silos don't make any sense in a setting like this. I'm also not too fond of the freestanding arches you have here and there. They look weird and unnatural.
Other than that, your map has improved a lot visually since the first screens, good job!
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