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[csgo] cs_cruise

  • Skybex
  • March 4, 2015 at 10:21 AM
  • Skybex
    • March 5, 2015 at 5:55 PM
    • #21

    You make good points FMP, I gave the purple and turquoise scheme a look, not enough in the map to currently come to a definitive choice but it will definitely work if i decide to go ahead with it. Here is the result of the test using this as a palette


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


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


    One thing is certain though when comparing http://i.imgur.com/0B5amMT.jpgwith http://i.imgur.com/Wj1o4Py.jpg a darker and more saturated brown wood tone is a lot better.

  • FMPONE
    • March 5, 2015 at 6:33 PM
    • #22

    I think you shouldn't shy away from white, no need to. Using solid colors everywhere can be incredibly harsh. Here's some paintovers, just one way I could see going with it


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


    this is a mood board, i think you need to swap the sky out ASAP (vertigo sky is an obvious one, custom would be better)

    [Blocked Image: http://i.imgur.com/BUrvhfA.jpg]using so much saturation in the level will still be a mistake, need to tone down the court a bit (or unify it -- think about a tennis court)


    btw, this is why your colors are reading so harshly: you're not factoring in white into your pallette


    ----[Blocked Image: http://i.imgur.com/VnarYCA.jpg]___ vs [Blocked Image: http://i.imgur.com/dJhpYXp.jpg]

  • Ahoy
    • March 5, 2015 at 6:45 PM
    • #23

    Who or what is demolitions? I'm curious because the only other boat-themed map I know of being made for CS is being done by Catfood.

  • El_Exodus
    • March 5, 2015 at 7:07 PM
    • #24
    Quote from Ahoy

    Who or what is demolitions? I'm curious because the only other boat-themed map I know of being made for CS is being done by Catfood.

  • Demolitions
    • March 5, 2015 at 7:22 PM
    • #25
    Quote from Ahoy

    Who or what is demolitions? I'm curious because the only other boat-themed map I know of being made for CS is being done by Catfood.


    "What am I" is something I ask myself everyday. 2deep.


    I found this: http://c3270052.r52.cf0.rackcdn.com/slideshows/The…Pool-Deck-5.jpgMaybe instead of blue chairs, some brick red, or a slightly muted candy apple?


    a nice robust orange wood, with pastel sections of floor, lined with khaki trim.

  • Skybex
    • March 5, 2015 at 7:49 PM
    • #26

    That paint over image is actually in the boat i am using as reference, but on the other side of the map. The current screens are from the CT spawn who start here http://i.imgur.com/SHJ3cuu.png .


    The part you pasted in will be the T spawn the other side http://i.imgur.com/k8zOGn8.png


    And yes the saturation levels are way off right now. It will get more work once I bother to remove workouts light, it had a crazy bright light because the dome roof dimmed a lot of it.


    And agreed on the skybox, current one is awful.

  • FMPONE
    • March 5, 2015 at 8:32 PM
    • #27
    Quote from Skybex

    That paint over image is actually in the boat i am using as reference, but on the other side of the map. The current screens are from the CT spawn who start here http://i.imgur.com/SHJ3cuu.png .


    The part you pasted in will be the T spawn the other side http://i.imgur.com/k8zOGn8.png


    And yes the saturation levels are way off right now. It will get more work once I bother to remove workouts light, it had a crazy bright light because the dome roof dimmed a lot of it.


    And agreed on the skybox, current one is awful.

    Display More


    OK. All I would say is that being photorealistic on the cruise-ship might not be a good route. One of the cool things about Workout was how you had in all kinds of crazy swooping shapes and interesting geometry. I'd like to see you do that again here personally, all throughout the level

  • El_Exodus
    • March 6, 2015 at 4:43 AM
    • #28

    Talking about ships, i just remembered this pic on my HDD


    [Blocked Image: http://abload.de/img/1teumxu2a.jpg]

  • unremarkable player
    • March 6, 2015 at 7:15 AM
    • #29

    Might be better if the CTs start in a helipad and Ts start downstairs next to the hostages. Not so sure that the court works because it looks a little out of place on a cruise liner, and as mentioned, is a little like Workout again.


    Having deckchairs around a pool would be better and more familiar as a cruise liner, since that's what cruise liners are known for, and a majority of the photos are of (decks, chairs & big ass pool).


    Definitely need a skybox that has a blue horizon, lots of sea, and a nice picturesque sky with hardly any clouds. You'll need to create a 3d skybox with water going out for at least 1000 units in every direction.


    And like FMPONE's last screenshot, you want to 'bleach' out the colours a bit, and give more depth to blues, making the colours a bit more vivid. You won't see a much if any purple, but turquoise, teal, deep blues, sandlewood decking, white railing and raised decking, green opaque glass, tan trim (some liners have a lot of tan).


    You'll want to use HDR lighting and you'll want to jack the sun brightness right up, unless you're going for a dusk theme, otherwise it'll be too dark.


    Some examples:

    http://thumb7.shutterstock.com/display_pic_wi…ck-59610193.jpg

    http://thumbs.dreamstime.com/x/people-cruis…ck-24524217.jpg

    http://www.maritimelawblog.net/Cruise%20Passe…%20Accident.jpg

    http://c3270052.r52.cf0.rackcdn.com/Crystal-Symphony-Sun-Deck-BSD.jpg

    http://thumbs.dreamstime.com/z/people-cruis…ck-24524217.jpg

    http://i.dailymail.co.uk/i/pix/2010/09/…960_634x309.jpg

  • Skybex
    • March 6, 2015 at 1:39 PM
    • #30

    I don't think i have seen a big cruise liner without a court, they are quite commonplace. Here is the ref image i am using for this section http://i.imgur.com/SHJ3cuu.png


    A pool for sure is going in, about half the top deck of the boat I am using as reference is a pool. Also I have good ideas for the skybox


    and FMP, the map will have some interesting shapes, but not sure it will have something quite as grand as workouts giant dome roof thing.


    Been working on the shell of the map, not sure its so nice to look at in pics, but important work none the less.


    [Blocked Image: http://i.imgur.com/LJb0EWm.png]


    Some closer screens of the railings I have added. Made by doing a smaller modular piece, then bringing in the brushwork to max and placing them where needed, using the bend tool for all the curved stuff.


    http://i.imgur.com/ljQ23qy.png

    http://i.imgur.com/5pgMBhh.png


    Also got rid of the horrible skybox and replaced with the one from de_bagra, not sure who made it. Messed with the lighting (looks a lot nicer when playing, as the dev cameras don't wait for HDR to adjust before taking a screenshot) and evened out the saturation levels


    [Blocked Image: http://i.imgur.com/FTNaXH6.jpg]


    Also added more images to the albums. http://skybex.imgur.com/

  • unremarkable player
    • March 6, 2015 at 3:55 PM
    • #31

    Why not use the same blue from the ref pic? The greens and purples just look a bit weird on the court. Coming together nicely... I forsee... hundreds of custom props!

  • scales
    • March 6, 2015 at 5:48 PM
    • #32

    So far this looks really solid, and I'm sure the layout will match the visuals. I personally really like the color pallet, especially now that it is a lighter shade that is a little softer.


    Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS.

  • Bodd Jonar
    • March 6, 2015 at 6:46 PM
    • #33

    I can't believe how fast you are. The progress is incredible.

  • TheGuma
    • March 6, 2015 at 8:31 PM
    • #34

    This is ridiculous. You're like a speed demon.


    How are you guy's so fast at mapping? I can barely sit 2 hours straight without getting distracted by other things.


    Either way, to stick to the topic, your modelling is excellent.

  • unremarkable player
    • March 7, 2015 at 9:39 AM
    • #35

    He's probably spent an entire night on it

  • kinggambit
    • March 7, 2015 at 10:21 PM
    • #36

    Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

  • Squad
    • March 8, 2015 at 12:08 AM
    • #37
    Quote from kinggambit

    Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0


    I have "r_drawviewmodel 0" and "cl_drawhud 0" bind to a key. Same for turning them back on again.

  • Skybex
    • March 8, 2015 at 9:26 AM
    • #38
    Quote from scales

    Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS.


    I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things.


    Quote from kinggambit

    Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0


    Yes it does, so I name the devshot map 1mapname so it is the first map to be loaded, I then have keys bound to bot_kick, cl_drawhud 1 and cl_drawhud 0. I then run the devshot compile, and when the map loads I kick bots so a nav mesh doesn't try to generate. It will then cycle through a few shots but then the round will start and display the hud partially. So I then have to enable the hud fully then disable it again (for some reason just disabling it doesn't work)


    There is also 3 cameras that will give unusable shots, one will have the team selection screen and two others will have the black and white round start effect so I had to add 3 dummy cameras to take these shots.


    Also did a table and chair set.


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

  • Drakeee
    • March 8, 2015 at 3:10 PM
    • #39
    Quote from kinggambit

    Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

    What's -makedevshots ?

  • kinggambit
    • March 9, 2015 at 2:19 AM
    • #40
    Quote from Drakeee

    What's -makedevshots ?

    Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754

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