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[CSGO] de_cargo

  • Lizard
  • April 8, 2015 at 9:17 PM
  • FMPONE
    • May 14, 2015 at 10:32 PM
    • #41

    You're making nice progress, but you definitely do need a consistent theme now


    I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally

  • Muffin
    • May 15, 2015 at 2:46 AM
    • #42
    Quote from FMPONE

    You're making nice progress, but you definitely do need a consistent theme now


    I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally

    Detroit Train Depot

  • El Moroes
    • May 15, 2015 at 8:52 AM
    • #43
    Quote from Muffin

    Detroit Train Depot


    I already heard that somewhere xD

  • Lizard
    • May 15, 2015 at 10:54 AM
    • #44
    Quote from FMPONE

    You're making nice progress, but you definitely do need a consistent theme now


    I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally

    I would like to ask what do you mean by "consistent theme". Would you like to explain me a little bit?

  • Drakeee
    • May 15, 2015 at 11:42 AM
    • #45
    Quote from LizardPL

    To be honest about the theme. I came to the point where I had to decide whether to go. Realism or overall look. The map does not look nice when done realistic. So I need to find balance between them. There are some things that are placeholders for now. I need modeler who is whiling to make some 3d models for me.

    Today I already fixed few things based on your feedback. I opened those windows near bombsite b and rised overhang. 3d skybox will be the last thing to do for me.

    I chosed cargo because in the first version of the map bombsite A was a warehouse that had a big cargo on the platform. I found it easy to remember

    Here is _b05 version of the map that I uploaded for my friend. It's still only for gameplay purpose because detailing is not done yet and there are some bugs and glitches.

    http://steamcommunity.com/sharedfiles/fi…s/?id=442697402

    - No clip brushes

    - No bombsite A ( I forgot to turn on vis group before compiling)

    - Not fully detailed


    Regards!

    Display More

    Did you upload a version with no bombsite A?

  • Lizard
    • May 15, 2015 at 11:45 AM
    • #46
    Quote from Drakeee

    Did you upload a version with no bombsite A?

    Yeah Like I said it was only private purpose but then I decided to copy link here .

  • Drakeee
    • May 15, 2015 at 11:49 AM
    • #47

    I'll wait til there's a full version

  • Vaya
    • May 15, 2015 at 12:01 PM
    • #48

    No idea how it even compiled if it's missing a bombsite


    Guess I need to look at the BSP

  • Lizard
    • May 15, 2015 at 12:19 PM
    • #49

    On _alpha1 I forgot that map should have 32 spawn points (mine got 10) . I realized it when warming up for the first map of the playtest day.

    This was my face:
    [Blocked Image: http://i1.kym-cdn.com/entries/icons/original/000/016/646/marvin.PNG]

  • Muffin
    • May 15, 2015 at 7:14 PM
    • #50
    Quote from El Moroes

    Detroit Train Depot I already heard that somewhere xD

    That's the joke.

  • Muffin
    • May 15, 2015 at 7:15 PM
    • #51
    Quote from Vaya

    No idea how it even compiled if it's missing a bombsite

    Guess I need to look at the BSP

    You need a bombsite to compile!?

  • Lizard
    • May 15, 2015 at 10:07 PM
    • #52
    Quote from austinweiss13

    You need a bombsite to compile!?


    No you don't. Zero bombsites = elimination map. One bombsite = demolition map.


    To be clear. Demolition map should have "Heist mode bomb target" set to yes.

  • Vaya
    • May 15, 2015 at 10:55 PM
    • #53

    I assumed he meant the bombsite brushwork rather than the triggerbrush

  • FMPONE
    • May 15, 2015 at 11:31 PM
    • #54
    Quote from LizardPL

    I would like to ask what do you mean by "consistent theme". Would you like to explain me a little bit?


    You can better visualize the idea of a "consistent theme" by asking yourself a few key questions:


    1. Where in the world does my level take place in geographically?

    2. What type of theme am I going for -- clean (Season, Train, Agency) or dirty (Cache, Dust, Overpass)? In-between? a mix of the two?

    3. What type of emotions do I want to evoke in players? Are they going to feel cheerful when they play this level or is it bleak, or is it cool and interesting, what is the vibe of the level?

    4. What is the story of your level -- are players trying to blow up a gas station? What kind of gas station? Is it in the desert or in a big city?

    5. What films, concept art, or games provide reference images for this sort of theme?


    Then you match the art of your level to help address these questions for yourself and for players.

  • dsillman2000
    • May 16, 2015 at 12:51 AM
    • #55

    I think it would be helpful for Lizard that someone who did not make the map report what they believe the answer to each of these questions is to make an example of what vibe the map currently gives them so he can enhance/edit accordingly to make his intended vibe more clear.


    1. Probably some sort of Russian/European shipping station or something...?

    2. Something pretty dirty like Cache. Something run-down.

    3. Theres a strong bleak vibe like the place was abandoned decades ago. You can sort of feel the weight of the dead memories in the area.

    4. They appear to be trying to blow up this useless abandoned shipping station...what is the purpose? They don't have much of a reason to blow it up except to make a point or something...

    5. Cache sort of. Also some of those sites that show abandoned places/factories remind me of this map.


    Overall, you definitely want a little more reasoning behind each of the sites and why the place is worth blowing up. In addition, because it is so easily attributed to cache is sort of a bad sign. You need something special about your map to add character. Maybe, again, color? Or perhaps an/multiple interesting landmarks in the 3d skybox or around the map? Something that will set this map apart, allowing players to marvel at it.


    Thanks for reading,

    -D.S.

  • jackophant
    • May 18, 2015 at 12:40 PM
    • #56
    Quote from FMPONE

    You can better visualize the idea of a "consistent theme" by asking yourself a few key questions:


    1. Where in the world does my level take place in geographically?

    2. What type of theme am I going for -- clean (Season, Train, Agency) or dirty (Cache, Dust, Overpass)? In-between? a mix of the two?

    3. What type of emotions do I want to evoke in players? Are they going to feel cheerful when they play this level or is it bleak, or is it cool and interesting, what is the vibe of the level?

    4. What is the story of your level -- are players trying to blow up a gas station? What kind of gas station? Is it in the desert or in a big city?

    5. What films, concept art, or games provide reference images for this sort of theme?


    Then you match the art of your level to help address these questions for yourself and for players.

    Display More


    I always love reading something that seems like it should be so obvious but I've completely missed.

    brb, reassessing my entire map.

  • blackdog
    • May 19, 2015 at 6:22 PM
    • #57
    Quote from dsillman2000

    4. They appear to be trying to blow up this useless abandoned shipping station...what is the purpose? They don't have much of a reason to blow it up except to make a point or something

    Well that's basically half of today's CS maps it's just with GO and I would say with the custom maps that we started having really vivid and bright maps (but still the environment doesn't feel so alive)

  • Lizard
    • May 19, 2015 at 7:13 PM
    • #58

    Decided to experiment with lighting a little bit.
    Results:


    [Blocked Image: http://i.imgur.com/Ipkl3Is.jpg]

    [Blocked Image: http://i.imgur.com/Cj96Au7.jpg]

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

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


    What do you guys think? Can lighting fix some of the issue with a boring color palette?

    Thank You guys so far for those advices. Especially you FMPONE.

  • FMPONE
    • May 19, 2015 at 7:16 PM
    • #59

    I like all of them except the second. You could go with the first for good visuals, the third and fourth have better readability however.

  • El_Exodus
    • May 19, 2015 at 7:20 PM
    • #60

    I'd go for the 3rd. It's a nice balance between the 1st and 4th in terms of visibility<->visuals. I don't like the 2nd aswell. It's too dark.

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