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  3. Level Design

Japanese Themed Map [CS:GO]

  • Andre Valera
  • February 5, 2015 at 10:27 PM
  • Muffin
    • March 13, 2015 at 2:54 AM
    • #41

    Noice.

  • Andre Valera
    • March 18, 2015 at 6:25 AM
    • #42

    T's have some extra room to maneuver around before entering B site. There's now a building archway allowing T's to avoid flashes while setting up for counter smokes.

    [Blocked Image: http://i.imgur.com/3vjmeZal.jpg]


    The amount of angles T's must check before entering has reduced by half, moving the slanted building on the left side of the photo towards the bridge allows T's to move underneath the bridge without having to worry about CT's camping on the railing near the CT side of the bridge.

    [Blocked Image: http://i.imgur.com/wxwoW5Gl.jpg]


    The stairset has been moved to the opposite side of the bridge, this was to balance removing the back hallway at B. The pillar that the blue light shines upon is now the only border between cover for CT's and an open road.

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


    B continues to be the site with only one direct pathway, if T's decide to rotate, they can travel back through spawn or try their luck at Mid through a connector.

    [Blocked Image: http://i.imgur.com/C9b3AlUl.jpg]


    If anyone has any further feedback or ideas they would like to contribute please do let me know, after this Thursdays 5v5 competitive test I think the project will be heading towards an art pass.


    ***Also, if you are interested in participating in the 5v5 competitive match this upcoming Thursday the 19th do send me a PM or a msg on steam. It will most likely be happening directly after the usual Thursday 2 map play test.***


    Before anyone decides to add anything that isn't already on the list, in the next version the focus will be to remove the sprites that conflict heavily with the gameplay.

    Areas that are still darker than most of the maps natural moon light will be brighter.


    Visuals will be focused on after the play test on the 26th. If anyone has any excellent resources for creating textures so I don't have to borrow 3Dnj's anymore that would be really appreciated. I know there's plenty of tutorials online but it's kind of difficult to find a tutorial on making a very budget friendly tutorial. I'm also not the most experienced person when it comes to making custom content, but if you have a few words, or some links you'd like to share please do.


    Thanks to everyone so far for being a part of the project, looking forward to a strong finish.

  • unremarkable player
    • March 18, 2015 at 7:29 AM
    • #43

    For textures, make hires textures in photoshop, or download some, and then save it at 50% quality in jpeg format, or less. Once you get past 50% it becomes lossy and noisy. Solid colours without much noise will generate small files anyway, but it's the hi-res, hi-def images that consume the most space. So make sure you reduce those images down to acceptable quality before you convert to vmf.


    As for dev textures, should take you an hour or less to create your own library of dev textures, even if they're almost the exact same.

  • Andre Valera
    • March 19, 2015 at 7:07 AM
    • #44

    @Justin, thanks for the info. I've made a few subtle custom textures with that technique and it's working so far.


    In the latest news, there will be a 5v5 comp test directly after the mapcore play test, if you are available do message me via steam or mapcore.

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

  • unremarkable player
    • March 19, 2015 at 8:52 AM
    • #45

    dev textures are pretty easy, what you do is start off with your shades (white & black) as base colours, then create layers of red, blue and green, then use opacity over white, black or both to create different colours.


    That was you can create similar coloured tints or shades and you can adjust accordingly.

  • Xarop
    • March 19, 2015 at 9:41 AM
    • #46

    At what time will the playtest be? I'm not home till 1930PM unfortunately

  • Andre Valera
    • April 9, 2015 at 5:03 AM
    • #47

    Recently moved from one apartment to a house, attempting to enjoy not having the internet connection up until this point. Finally getting back into Kaizen and it's visuals, specifically the windows and walls. If everything goes as planned then expect another update early may, until then it's time to learn modelling through 3dsmax!

  • Vaya
    • April 9, 2015 at 9:00 AM
    • #48

    let me know if you find any noob guides for it

  • AMAXANG GAMES
    • April 10, 2015 at 12:38 PM
    • #49
    Quote from kikette

    Hey Andre !

    From What I lived and saw during my staying in Tokyo, I do not really feel the urban chaos the city is at this time. What you did looks more like an 90's Video game vision of a chinese city.

    Here some personal photos I took if it can helps =)


    When I talk about Urban chaos, it's about the huge tall difference between neighboor buildings into some part of the city


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


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


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


    These are the kind of street you can see a lot when you leave touristical path? People tends to put lot of vegetals in front of there house.

    Oh and of course, everywhere, you'll be able to see a shitload of electric cables everywhere in the sky.


    [Blocked Image: http://i.imgur.com/r6iCiZE.jpg]


    [Blocked Image: http://i.imgur.com/8EjoWAu.jpg]


    Streets are fucking clean. Do not put any thing on your floor =D


    [Blocked Image: http://i.imgur.com/8HetI26.jpg]


    [Blocked Image: http://i.imgur.com/wCGgj0W.jpg]


    Oh , yeah, and since there is absolutly no place, shop tends to spread on multiple floors of a residential building.


    [Blocked Image: http://i.imgur.com/REDidY8.jpg]


    A last thing ; Since there is a lot a earthquake, building are never glued together like in Europa


    [Blocked Image: http://i.imgur.com/WK1z9Ci.jpg]


    That's all =)

    Display More

    Cool pictures really.... I like the stairs one...

  • Andre Valera
    • May 3, 2015 at 2:38 AM
    • #50

    I appreciate all the positive feedback, and after making some serious decisions, a new theme is going into place. This is a big change, almost a 360 from the original idea. The layout seems to work, but the Japanese theme is just not the right theme. Maybe revisiting this idea with a few other talented modelers/texture artists is a possibility (if interested just send me a text) but for now a more raw theme will be constructed, something closer to home (Albany, NY). Thanks again for keeping in touch and giving helpful feedback, so far this is most I've interacted with a community about my work and its had a large influence.

  • Andre Valera
    • May 3, 2015 at 3:05 AM
    • #51

    https://soundcloud.com/andrevalera/andres-mix-session-may

    here's a mix to enjoy in the meantime, maybe it will help you focus on mapping

  • Andre Valera
    • May 26, 2015 at 6:49 AM
    • #52

    [Blocked Image: http://i.imgur.com/1PaPaD0.jpg]

    Getting in the rhythm of things, feeling good about the recent progress of Kaizen

    Next preview will include a few changes that take parts of the map out of the repetitive city theme into a rural setting!

  • jakuza
    • May 26, 2015 at 7:48 AM
    • #53

    I'm really liking that tile building on the left. Your textures really mesh. Is the wall with bullet holes a mesh or geometry?

  • Andre Valera
    • May 26, 2015 at 8:28 AM
    • #54

    Geometry :/ trying to keep the amount of func_details to a minimum but for now this version is full of them, hoping this will change once some custom models are in place. If who I think is not too busy Kaizen will have an excellent artist create some very original visuals!

  • Andre Valera
    • October 3, 2015 at 1:58 AM
    • #55

    When you're looking at visual references of buildings and color composition for Kaizen then somehow Google Maps suddenly makes sense.

  • Vaya
    • October 3, 2015 at 7:40 AM
    • #56

    Make sure to include a floating japanese ladies head

  • Andre Valera
    • October 6, 2015 at 6:03 AM
    • #57

    Here's the layout idea, now to get some 5v5 / 10v10 testing maybe shine it up a bit?

    https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing


  • Andre Valera
    • May 8, 2016 at 10:41 AM
    • #58

    Additional screenshots on the workshop page!

    http://steamcommunity.com/sharedfiles/fi…s/?id=414061247

    If you spot a neat area in the map that you like/dislike let me know! (for example walls that help to bounce smokes or flashes, or areas that create cheeky angles that are one sided)

    There's a lot of areas that I'd like to open up (and I've tried with this version) though for optimization sake some of the buildings will have invisible skybox toolbrush heads that block grenades.

    Since this map features a lot of angled buildings, it might start to square out in certain areas although if there's a certain wall/feature that you find unique enough to make it into the next version do post a comment. This map has gone through a lot of changes over the last year and I'd like to make an effort to retain some of the key features ideas from previous versions in the future versions.

    Thanks for checking it out!


  • VIOLATION
    • May 8, 2016 at 5:48 PM
    • #59

    Super glad to see an update again! Will definitely be loading this up in a bit and hopefully give some feedback. Great work guys.

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