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[WIP] Codewise

  • vfxNev
  • August 26, 2015 at 2:36 PM
  • vfxNev
    • August 26, 2015 at 2:36 PM
    • #1

    First of all i would like to say hello! This is my first post on this forum. I was here few times, but more as a lurker when I was browsing the internet for info about level design, source engine.

    I want to show you my first map named "Codewise". It has hostage rescue scenario. I spent one year and more than 800h developing and improving it. I wanted to give the community something that would be as playable, and fun as it can be.
    The map is almost 1:1 copy of the office building where I work. Located in Krakow, Poland. I changed few things in order to make it more fun and playable rather then sticking to 100% realism. Development was done mostly at home, but also at work (textures, photos, some of the low poly modelling etc.)
    The idea came from one of the bosses making a joke about how the office would make a good CS map so I made it.

    Workshop Link - http://steamcommunity.com/sharedfiles/fi…s/?id=507726238
    Our public server - 62.67.42.166:27035

    I hope you will get as much fun out of it as I had working on it. I played it with my coworkers, with my boss They always commented how weird it was to walk around the office afterwards. Please take a look at the provided screens, I'm very curious to hear what you all will think about it. I'm also looking forward to seeing feedback from you guys, during the contest and after.

    Please don't hesitate to ask me any questions, i can provide more screens, photos or information about the project.

    Thanks for the interest!
    Cheers!


    Workshop Link - [/b]http://steamcommunity.com/sharedfiles/fi…s/?id=507726238
    Our public server - 62.67.42.166:27035

  • Quotingmc
    • August 26, 2015 at 3:41 PM
    • #2

    This is a whole new level of realism. You left me amazed at how good of a recreation and how beautiful it looks. Some areas could only be distinquished as not real from me recognising props or the tell-tale cs:go lighting

  • vfxNev
    • August 26, 2015 at 5:13 PM
    • #3
    Quote from Quotingmc

    This is a whole new level of realism. You left me amazed at how good of a recreation and how beautiful it looks. Some areas could only be distinquished as not real from me recognising props or the tell-tale cs:go lighting

    Thank you Quotingmc! I'm really glad you like it :) , and yes I agree there is a limitation in terms of lightning tools and props, but it would take me another year to model them all! haha, Cheers! Przem

  • Jiro
    • August 26, 2015 at 5:13 PM
    • #4

    This is amazing dude.

  • vfxNev
    • August 26, 2015 at 5:17 PM
    • #5
    Quote from Jiro

    This is amazing dude.

    Thanks Jiro! :)

  • jackophant
    • August 26, 2015 at 5:25 PM
    • #6

    Looks great! I hope it plays as good as it looks.

    Other than that I feel uncomfortable about making any comment on potential gameplay issues knowing that you've based it (very convincingly) on a real life location.

    The props you've made work really nicely, and kudos for the documentation. People should take note!

  • ics
    • August 26, 2015 at 5:29 PM
    • #7

    I really do hope it plays as good as it looks and will not framerate eater. Looks really georgeous.

  • vfxNev
    • August 26, 2015 at 6:58 PM
    • #8
    Quote from jackophant

    Looks great! I hope it plays as good as it looks.

    Other than that I feel uncomfortable about making any comment on potential gameplay issues knowing that you've based it (very convincingly) on a real life location.

    The props you've made work really nicely, and kudos for the documentation. People should take note!

    Thanks jackophant! The office is pretty fun to run around in real life, I just hope it translates well in the game with my choices about which windows or rooms that are accessible!

    Quote from ics

    I really do hope it plays as good as it looks and will not framerate eater. Looks really georgeous.

    Thanks ics! I understand your concerns I also hope it will run smoothly in addition to custom video setting of players and hardware they have. Cheers! Przem

  • [N]awbie
    • August 26, 2015 at 7:17 PM
    • #9

    Gotta say it looks absolutely stunning! Good luck in the contest!

  • vfxNev
    • August 26, 2015 at 8:39 PM
    • #10
    Quote from [N]awbie

    Gotta say it looks absolutely stunning! Good luck in the contest!

    Thanks [N]awbie! :)

  • Bodd Jonar
    • August 26, 2015 at 10:15 PM
    • #11

    Holy fucking shit

  • laminutederire
    • August 26, 2015 at 10:21 PM
    • #12

    When do you think you will submit it? :) I think many want to check it out, it does look good, especially for a source content !

  • Guest
    • August 27, 2015 at 12:48 AM
    • #13

    Damn. You put the source engine to work.

  • FMPONE
    • August 27, 2015 at 2:35 PM
    • #14

    Remember, maps need to be submitted by the 31st to qualify. Good luck

  • spence
    • August 27, 2015 at 5:46 PM
    • #15

    Looks really impressive visually, the overview shot was especially captivating :)

  • Andre Valera
    • August 28, 2015 at 3:21 AM
    • #16

    How are you going to put this up for people to look at without at least giving us a chance to find all the bugs first!? ;)

    *cough* link please *cough*

  • vfxNev
    • August 28, 2015 at 11:31 AM
    • #17

    Hi guys, good news! The map is online on the workshop. You can subscribe to it here http://steamcommunity.com/sharedfiles/fi…s/?id=507726238 Also if you want to playtest it we have got our own server that was used for private tests but now its public and running on the workshop map ID, 62.67.42.166:27035 . Have fun and let me know what you think! [Blocked Image: https://dujrsrsgsd3nh.cloudfront.net/img/emoticons/smile.png] Cheers! Przem

  • Klems
    • August 29, 2015 at 9:24 PM
    • #18

    Ran around the map, layout seems fun, vertical and all, I liked the creative use of ladders.
    So many good maps are being released, I feel smaller than I was before.


    [Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440879179-2015-08-29-00001.jpg]

    Where are the leafs coming from? I don't see any trees up here.

    [Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440879164-2015-08-29-00002.jpg]

    This doesn't read like a ladder at first glance. This prop is pretty common through the game and is never used as such. I only knew it was a ladder because I expected one after seeing the one just above.

    [Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440879141-2015-08-29-00003.jpg]

    I don't like trigger_hurt, it feels unresponsive and is very artificial. Sometimes it's unavoidable but I think you could try something else here. It's even worse if it kills you when you would've survived the fall.

    [Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440879155-2015-08-29-00006.jpg]

    You should try to minimize the area of textured surfaces. This add to the compile time, map size and overdraw while ingame. Especially on big brushes like these. Most of the time it's best to clip the brush and suffer the additional nodrawed brush; the brush limit is pretty big anyway.

    [Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440879158-2015-08-29-00007.jpg]

    ditto

  • P1g3oN
    • August 29, 2015 at 10:27 PM
    • #19

    So, i ran around the map and spotted some things. You can find them here: http://imgur.com/a/5pxk6

  • laminutederire
    • August 29, 2015 at 11:04 PM
    • #20

    Too bad there wasn't people on the server when I went, I don't know how plays the roof too much since bits don't go there at all. I have found a pretty disarming way to get the hostages if terrorists don't go on the roof though..

    However I have to admit I hate the staircase, too much height difference causing a disadvantage for Ct's that makes it too risky. Two entrances for T's are very spread off,and if you have some T rushing and one at the top of the stair case, then you can decimate Ct's. Also they can be delayed so easily with smokes and molotov, that they should have a faster rotation in my opinion.

    Also, top level under the roof allow a lot of hiding places, maybe that could be solved by changing the terrorists models to the anarchist from Marquis for example (and it would make more sense giving the setting).

    Finally, what's up with that tower thingy?

    Now on to the good parts, there are some interesting ideas and the visual element is very well-done, tip of the hat to you sir! Timings feel polished too, which can make it quite fun!

    Oh and I almost forgot, the roof part is well thought !

    Before the 31st, I'd suggest that you fix little bugs and everything and not listen too much to what I said because you won't have enough time to take everything into account (except the models), and also because some people may disagree with me, so that'll up to you to shape it as you feel it should! Good work though!

    Edit: It seems that I'm the only one so far who have seen that at the bottom of the elevator shafts you can see a bit through the wall! Screenshot

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