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[WIP] de_coast

  • OrnateBaboon
  • June 22, 2015 at 2:25 AM
  • OrnateBaboon
    • June 22, 2015 at 2:25 AM
    • #1

    Looking to polish this as much as possible before the deadline. Map set on the Italian Riviera - though most references are from San Remo since it has palm trees, and all the other elements (church, castle, lot of foliage etc). Images below are updated from the workshop build.

    http://steamcommunity.com/sharedfiles/fi…114&searchtext=

    Trying to add in more callouts, so will show the images as I add them.

    CT Spawn

    [Blocked Image: http://www.skybex.com/home/coast_01.jpg]

    Grate

    [Blocked Image: http://www.skybex.com/home/coast_02.jpg]

    Toilets

    [Blocked Image: http://www.skybex.com/home/coast_03.jpg]

    Sewers

    [Blocked Image: http://www.skybex.com/home/coast_04.jpg]

    Ice and Gate

    [Blocked Image: http://www.skybex.com/home/coast_05.jpg]

    Arch on right needs a name/something unique. All ideas welcome on that since it is an important entrance.

    [Blocked Image: http://www.skybex.com/home/coast_06.jpg]

    Map was tested a couple of months ago on reddit, heatmaps etc can be found here

    http://demo.ehvag.de/#55219ed46e8df…e8dfd76ffecf6cc

    Also the comments/feedback, some of which I have been working on.

    http://www.reddit.com/r/GlobalOffens…ed_by/?sort=new

  • Andre Valera
    • June 23, 2015 at 5:14 AM
    • #2

    Excited to see this, looking good so far

  • OrnateBaboon
    • June 26, 2015 at 9:13 PM
    • #3

    Not the nicest screens, but updates to some of the corridors and smaller rooms that were pretty unfinished before. I aso raised the arches round map for more sky to be visible.

    [Blocked Image: http://www.skybex.com/home/coast_07.jpg]

    Wine Cellar

    [Blocked Image: http://www.skybex.com/home/coast_08.jpg]

    No name yet, but needs one!

    [Blocked Image: http://www.skybex.com/home/coast_09.jpg][Blocked Image: http://www.skybex.com/home/coast_10.jpg]

  • Laysteel
    • June 26, 2015 at 10:23 PM
    • #4

    Wow! This looks very promising! Good job so far

  • TeleScript
    • June 29, 2015 at 5:55 AM
    • #5

    Simply wonderful, you fit so much detail into this.

  • laminutederire
    • June 29, 2015 at 7:07 AM
    • #6

    I remember this map from a certain time ago, one of the reason I bought the game was to play on such maps

    glad you submit an old map of yours while making the effort of reworking it all!

  • jackophant
    • June 29, 2015 at 10:03 AM
    • #7

    I have yet to run around the map, but visually I love how it looks.

    However, what's with the name? Couldn't you spice it up a bit? Why not just call it "Riviera" as from my understanding, that's the word for coastline in Italian anyway?

    I don't think the current name does your map justice :(

  • OrnateBaboon
    • June 29, 2015 at 6:07 PM
    • #8

    Thanks for comments.

    jackophant - went for the name because it is simple and descriptive. Riviera is more accurate for sure, but not as simple. Harder to spell as well!

    Spent weekend doing some real dirty stuff. 3 areas of map look uber rough. T spawn, and both sites. Not happy with the spaces. Doing the worst area first -T Spawn. Removed all the old stuff, pulled the buildings back, and trying to make look more organic/less contrived. Also need to have better potential for performance. Will lose the overhang if performance allows for it.

    T Spawn

    [Blocked Image: http://www.skybex.com/home/de_coast_11.jpg][Blocked Image: http://www.skybex.com/home/de_coast_12.jpg]

  • Tensei
    • July 1, 2015 at 3:57 AM
    • #9

    Love the look of this map. Italiaish with some more medieval aspect. My favorite, hehe. I guess imma test this thoroughtly (or smth like that).

  • Jiro
    • July 1, 2015 at 10:16 AM
    • #10

    Graphically it's awesome! As a detail i would suggest a bit less of detailling, it can become noisy with all the flags and ballons you put, especially on ICE&GATE screenshot.

  • OrnateBaboon
    • July 4, 2015 at 5:03 AM
    • #11

    Jiro - fair point about that screen. I think maybe the shadow from tree is making it bit busy.

    Small update.

    [Blocked Image: http://www.skybex.com/home/coast_13.jpg]

  • blackdog
    • July 4, 2015 at 9:21 AM
    • #12

    Personally Ice & gate don't seem too busy, adding more would. From the screens the spawn view and fountain square are more, think it's all the windows. But maybe in-game is less noticeable

  • OrnateBaboon
    • July 8, 2015 at 5:30 AM
    • #13

    blackdog - map being a bit busy in places is something I will definitely work on for a final build. I really don't want it to be hard to spot players! The main thing I am trying to do at the moment is at least make each area consistent. I will level things out after that.

    No 3d sky yet since I will have to rebuild it due to moving the T spawn buildings back. This area is also a little bit busy, but for now will do.

    [Blocked Image: http://www.skybex.com/home/coast_14.jpg]

    Managed to make a dent in one of the other areas. Better shape to work with now I think. Added a squeaky door to one of the entrances to make it harder for T's to push - you can see the green exit sign over the top of it. Will add cover and do more detailing next.

    B Site

    [Blocked Image: http://www.skybex.com/home/coast_15.jpg]

  • blackdog
    • July 9, 2015 at 12:55 AM
    • #14

    Sounds great @OrnateBaboon haven't played it, was just replying to previous comments.

    keep it up

  • Vaya
    • July 9, 2015 at 11:41 AM
    • #15

    The 'rock' walls look pretty weird to me. are these copied from a reference? They look too harsh.

  • jackophant
    • July 9, 2015 at 12:10 PM
    • #16

    @Vaya I think that prop is from cs_militia, and it does look a little out of place in it's current state.

  • OrnateBaboon
    • July 29, 2015 at 4:19 AM
    • #17

    Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.

    Spent time on some important tasks. Like adding caged chickens to eye candy areas!

    [Blocked Image: http://www.skybex.com/home/coast_18.jpg]

    Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next.

    [Blocked Image: http://www.skybex.com/home/coast_16.jpg][Blocked Image: http://www.skybex.com/home/coast_17.jpg]

  • jackophant
    • July 29, 2015 at 9:53 AM
    • #18

    @OrnateBaboon What's the random logic near the chickens for? And is that building next to the white truck not a little pointy? Looks like I could cut myself on it and the door/window each side of it seems a little tight

  • Puddy
    • July 29, 2015 at 10:08 AM
    • #19

    Yeah building looks very pointey. Don't they usually flatten the last part of such buildings?

  • OrnateBaboon
    • July 29, 2015 at 6:55 PM
    • #20

    Good shout chaps on pointy building - Added a bevel - nicer for movement as well.

    [Blocked Image: http://www.skybex.com/home/coast_19.jpg]

    jackophant - logic is so that the chickens have different idle animations.

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