Nice progress! The pointy building still doesn't seem to have enough space for the closest windows and door to be properly useable. Might be the angle though.
Btw, how did you do the chickens exactly? ![]()
Nice progress! The pointy building still doesn't seem to have enough space for the closest windows and door to be properly useable. Might be the angle though.
Btw, how did you do the chickens exactly? ![]()
Quote from OrnateBaboonVaya - 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]
*Sorry for long-as* quote but okay*
Haha, the chicken cage, I remember doing it the inefficient way.
Basically all I did was remove collisions with the cage prop and add a hollow clipping brush around the cage so that the chicken could move around inside it. What's your approach to this may I ask?
Also, I know this is silly, map looks freaking awesome!
Squad - yeah, will adjust the door and window - is probably too close. The chickens - hopefully be updating map soon to the workshop, so you can decompile map and see the entities and just add them from there. If you want to see now - I can post up a vmf of them.
TheGuma - See above! I must admit, I am disappointed I never thought of that method. Seems pretty sensible to me!
Could not live with Vaya's crit about the rock walls, so replaced the obvious candidates with cars. Which then led to a road - and the other bits that go with it. Thinking it is worth adding more road to other areas since it gives a bit more plausibility. Still no 3d skybox yet.
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Still working on this - updated ct spawn - widened it and got rid of an arch that used to be there. Needs more detailing, but better shape and more open.
[Blocked Image: http://www.skybex.com/home/coast_21.jpg]
Did a night test to try and distance map more from cs italy. Anyone think this is a better way to go? More work, but might help separate the map more from other maps based in Italy. Opinions on this would be most appreciated, since I don't really know what way is best to go.
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You have progressed so much since you first signed up here and made your first posts. Keep it up!
I like the second shot better ![]()
Go with the night theme, it seems you lit up the environment enough for people to see each other, and I'm sure after a few playtests you can add some extra lights if you need to. If I was to describe a map based on resources used from Italy and Cobble, it would hard to pin it down, at this time your map would be the first night map crafted around those resources that stands out. Well done, by the way.
The night one looks sweet, but just make sure that there is enough light in every playable area and that you have good visibility and readability.
https://gyazo.com/a89cbedab479885d04ffd7357a6f7a9b
That building is frikkin beautiful! And try the night theme!
The night theme still looks bright enough to make the map easily readable! Go with that one!
As cool as the night theme looks, I just can get past how bright and sunny and happy the day theme is. Whilst they both look terrific, I'm gunna buck the trend and say that the day theme is the way to go.
The community is clamouring for a "night map" and that could be a real bonus for you, especially being an original layout rather than a bastardised version of a stock map, and yours is possibly bright enough to make it work...
But on the other hand, the day scene just looks so right and would probably be preferred competitively. It's not just about being able to see the enemy, it's also about weapons on the floor, how much harder it is to see people against blood splatters, reference points for throwing nades.
I would personally go for the competitive side of things, but then that's just me and my personal battle against this throwaway mentality the csgo community have for the new maps, partially fostered by the operations.
Unfortunately, I could not submit the updated map in time :(. Disappointed! The map has a few too many small things that need fixing. Really want to get out a new one asap. Hopefully This week.
Thanks for the comments on the light/dark choice. Regarding the night one, I did a basic test with just the dark sky and light_env. In the areas that already have point lights, I think it looks nicer. However, in the areas without the point lights, and the interiors (really dark fog), the map looks a lot worse. So it will definitely require a decent amount of work to move it over to a night theme, but I think it is probably the best way to go. For now though, I need to fix the smaller things that are making the map a bit rough to play.
Quote from OrnateBaboonUnfortunately, I could not submit the updated map in time :(. Disappointed! The map has a few too many small things that need fixing. Really want to get out a new one asap. Hopefully This week.
Thanks for the comments on the light/dark choice. Regarding the night one, I did a basic test with just the dark sky and light_env. In the areas that already have point lights, I think it looks nicer. However, in the areas without the point lights, and the interiors (really dark fog), the map looks a lot worse. So it will definitely require a decent amount of work to move it over to a night theme, but I think it is probably the best way to go. For now though, I need to fix the smaller things that are making the map a bit rough to play.
Your entry has been submitted and you can continue to update it throughout the contest if chosen as a finalist.
Some tiny fixes for you:
Quote[Blocked Image: http://i.imgur.com/ON51KAe.jpg] Floating foliage.[Blocked Image: http://i.imgur.com/XepXNf6.jpg] And also these displacements weren't sewn under the water and the pillars don't reach to the ground. Obviously not super important since you can't see under the water anyways but regardless figured that displacement errors are still displacement errors.
The visual aspect of this map is incredibly stunning, and while I'd be curious to see how that night version would look and play you've got a really superb map as it is regardless. The tone and lighting are very warming and the architecture is incredibly pleasing to look at. Great work and good luck in the remainder of the contest!
This is one of my favorite maps in this contest. The map looks epic and the layout feels good.
Visibility and layout seems nice. I really like the tower in the middle of the map and the area beneath it, it's a nice landmark to have.
Is this an old map refitted for the contest? I distinctly remember the Long A area, but looking at screenshots in the front page it looks like you made it from scratch.
Congratulations! As a finalist, this map thread has been stickied.
I'll be providing my feedback in the coming days.
If you want my personal 1 on 1 feedback, let me know, we can jump on mapcore teamspeak this weekend.
http://i.imgur.com/CW6pI7O.jpg
http://i.imgur.com/dQe5DOc.jpg
This spot here should be fully removed. or at least remove the area behind the crates so terrorists don't have to fully commit to a peek.
http://i.imgur.com/cRipZlX.jpg
headpeek on mid. CT side abused the fuck outta this ![]()
Edit- the fountain on the path to B- the bomb got stuck in here. fill with a invisible brush.
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