Fun Out Of The Greybox + Layout, done.
Bombsite Balances, in progress.
Ambient Sound Pass, finished.
Basic Detail Pass, in progress.
Environment Light Pass, done.
Basic Light Pass, in progress.
Advanced Light Pass, planned.
Prop_Static Pass, in progress.
Prop_Physics + Prop_Detail Pass, planned.
Radar, Updated and finished.
Timing, in progress.
Map Description + Story, done.
Currently a basic geometry and detail pass are in progress with some basic lighting.
ITS BEEN A LONG TIME
Please note that this is my first map, I don't intend for it to go anywhere, I don't intend for it to look amazing, it's a learning experience, just another stepping stone towards something (hopefully) better.
You can now download an Outdated .bsp for the map with a packed radar and nav file here: https://www.mediafire.com/?qif3lnbbmrdxr8n
De_Smoke takes place in the back alleys of a quiet European town.
It features amazing puddles, a canal, a market place (Soon to be), a not very depressing overcast sky, heavy rain (Now with sound!), and basically anything else I think up.
Terrorists are taking advantage of the low light and rain to destroy the towns market, and or canal bridge in order to cease commerce or block off river flow, giving the economic advantage to the super corporation (which is paying them.) that has its eyes set on the town, only seeing it as more factory space. Counter-Terrorists must stop this at all costs. CT intelligence knows that there will only be one explosive device, but two possible targets.
I literally came up with the layout at three in the morning during a fit of insomnia.
Holy bullox it's changed, that's all I have to say.
Major changes:
New A Bombsite,
New Mid,
New T Spawn,
Better sexier, and cooler brush work,
Displacement fun,
Still meh lighting,
Shit timings,
Yeah, that's basically all there is to say right now.
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