de_farm [WIP]
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The lighting is an odd colour. It is creeping towards sickly yellow/green which curses newer mappers. I would try altering it a little. Map itself looks really nice though. Can't wait to playtest!
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Quote from Quotingmc
The lighting is an odd colour. It is creeping towards sickly yellow/green which curses newer mappers. I would try altering it a little. Map itself looks really nice though. Can't wait to playtest!
Now that you said it.. I fixed it to be a big less saturated. It got more realistic, thanks
Playtest will be with that odd color though.. -
What I can tell you from just looking at the overview is that it's oversaturated in paths to take, a lot of maps suffer from this. There is nothing wrong with having one "essential" chokepoint to have to push your way through like Banana on Inferno
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Quote from Vorontsov
What I can tell you from just looking at the overview is that it's oversaturated in paths to take, a lot of maps suffer from this. There is nothing wrong with having one "essential" chokepoint to have to push your way through like Banana on Inferno
So basically you mean that earlier version was better?
I actually thought the same thing myself but I think majority of gamers like to have more options. That route that I added near A-long doesn't change choke points much because CT has the same angle to hold as in earlier version. Terrorist just have better more options after gaining control of the main chokepoint. They can go through "kiln"(which leads to balcony dropdown) or they can go straight to the A plant or they can have "the best cover" through building outmost of A spot.
Anyways.. After tomorrow we will see if it works as I think or is it too much like you say
It's just that I was told I should add more routes to A bombsite. -
The earlier version played better than I had expected, but it had issues that didn't have much to do with the amount of paths
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Last playtest was two and half weeks ago. I got much feedback and I think I made better changes this time.
Here's the new layout:
Vote results:
Spoiler What are your initial impressions of the map?
- Neutral, selected 10/15 times (66.66%)
- Like, selected 4/15 times (26.66%)
- Dislike, selected 1/15 times (6.66%)
How do you like the map layout?
- Neutral, selected 9/14 times (64.28%)
- Like, selected 3/14 times (21.42%)
- Dislike, selected 2/14 times (14.28%)
What are your initial impressions of the map?
- Neutral, selected 4/8 times (50.00%)
- Like, selected 4/8 times (50.00%)
- Dislike, selected 0/8 times (0.00%)
I have no idea why the result seems to be very neutral. Maybe it's because it's still in layout fixing phase(?).
Anyways. I was pretty happy already that initial impressions had only 1 dislike during the whole playtest. The layout dislikes are results from the poor rotation times I guess. This is something I fixed in new version.
The feedback that was written during the playtest and changes that I made:
- Spoiler
- Fence wire brushes were solid ---> now they are func_brushes with no collision.
- Connector outside of T side of B to middle didn't look like a passable route ---> tried to make it a bit bigger and more obvious route.
- 64unit high wall in the ct base ----> was made lower (48units if remember right)
- Lots of walls need to be raised ---> I considered this and tried to do something to it, but I didn't want to raise all fences to be 128units high so I changed for example ct to A route a bit to make it affect less.
- Shelves in the A warehouse need brushes on the sides ---> Added sides so player can't see through them.
- Rotating around the map is like infreno ct spawn to B. --->I did not get this metaphor, but I made rotating easier by changing A long routes a bit and adding a route through a shit (pardon my language) pile
- Map needs more player clips --> this was something that I didn't care in earlier versions but now I placed player clips on their places.
- Too much ways to go at A ---> I tried to make A long easier for CT to defend so routes wouldn't affect so much. I also united the route from mid to A and from CT to A.
- There's a bug T side of B long. When playing with AUG or SG553 you can't see stone pillars under the building ---> I didn't fix this yet. Don't know what's causing it. I'll focus to it in next version
- Add a route from middle to kiln ---> tested with ladders/balcony but changed it after testing to kind of closed porch with stairs.
snickers commented many things during the playtest but the thing was that I wasn't sure if they were suppose to be feedback or just comments or what. I tried to contact the dude but I got no answer.
Here are some additional photos from the map:
So there are at least 3 known bugs that I have to fix in next version after playtest:
- Spoiler
- Stone pillars under the building outside of B long.
- You can see that skybox is square. Gotta change alignment of clouds.
- Inside of kiln you can see partly through silo. Don't know what causes it.
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Today it starts again. Some people may have been wondering why haven't I been updating de_farm anymore. The reason is simply because I had so much school work this spring that I didn't have much time. We created a little mobile game for android devices. You can find it here if you are interested of it.. But today starts my summer project. I will start creating details for farm II. Here we have the look before I start working. During the first two weeks I'll renovate B bombsite.
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Hello everyone.. It's bee over a month since I declared that I start doing detailing for this map.
So now after 140 hours B-bombsite and B-long have been under construction. I started learning modeling and texturing so I have spent more hours to these areas than what I expected. It's slow progress but eventually models and especially textures (imo) are starting to look like they should.
I bought a dslr camera (sony a6000) and all the textures that are in individual pics on imgur album are taken by me. Some other textures are from texture sites like textures.com.
I hope you guys comment on my work in good and bad.

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looks like it's coming on

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Not bad textures at all :). But those bump-maps are a no-no. I'm not wrong to assume they are generated? Nothing wrong with that if you know what you are doing but I would recommend you to do them by hand. I sculpt mine or as simple as subdividing a flat plane and moving and beveling parts sometime and just bake that.
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Quote from Vorontsov
8 hours ago, Vorontsov said: Not bad textures at all :). But those bump-maps are a no-no. I'm not wrong to assume they are generated? Nothing wrong with that if you know what you are doing but I would recommend you to do them by hand. I sculpt mine or as simple as subdividing a flat plane and moving and beveling parts sometime and just bake that.
Hmm.. I'm useless with bump maps
I somehow find it very difficult to see when they are great and when they suck. I generate Bumpmaps with crazybump and in crazybump I try to adjust it. In most of textures I have raised intensity, sharpness and all details (very small, small, medium, large and x-large). Could you help me with one example texture? If I send you the original texture and you create an example bump for it? That would be very helpful. -
I like where you're going with this. I took a few minutes to provide some feedback and conceptualize a bit. Hope you don't mind:
Spoiler
The content cannot be displayed because it is no longer available. A few notes:
1. Window frames on the big barn (visible in the top left corner of the screenshot above) needs to be pushed in towards the building. Right now they look a bit like they have been hung on a nail, like a painting.
2. The window frame on the closest barn has the opposite problem and needs to pop just slightly.
2. Your mountains are a bit dark and blend in with your foreground.
3. The buildings look like they haven't been painted in a century, some color and a slight increase in value could add some life to the scene. Faded red with white corners would instantly sell the farm concept to me.
4. While on the topic of life, needs more greenery!

5. The fence poles could do with some random rotations so as to not appear perfectly straight.
6. I think dust clouds could be an interesting detail for added movement.
7. Vertical details for that unique flavour!
Keep it up!
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When I'm too lazy or don't have time to sculpt a nice normal map, I do them somewhat like this in that case.
[Blocked Image: https://trello-attachments.s3.amazonaws.com/5770277389ff39657fd259a4/1024x1024/0a0f85016d83cb0fd244f733663a4ad2/R5K0oca.jpg]
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Quote from Vorontsov
3 hours ago, Vorontsov said: When I'm too lazy or don't have time to sculpt a nice normal map, I do them somewhat like this in that case.
So the difference between mine and this example is that in your bumpmap there's far fewer detail. It just gives basic shape for the tiles(in this case). Am I right?
Quote from grapenDisplay More22 hours ago, grapen said: I like where you're going with this. I took a few minutes to provide some feedback and conceptualize a bit. Hope you don't mind:
http://# Reveal hidden contents
The content cannot be displayed because it is no longer available. A few notes:
1. Window frames on the big barn (visible in the top left corner of the screenshot above) needs to be pushed in towards the building. Right now they look a bit like they have been hung on a nail, like a painting.
2. The window frame on the closest barn has the opposite problem and needs to pop just slightly.
2. Your mountains are a bit dark and blend in with your foreground.
3. The buildings look like they haven't been painted in a century, some color and a slight increase in value could add some life to the scene. Faded red with white corners would instantly sell the farm concept to me.
4. While on the topic of life, needs more greenery!

5. The fence poles could do with some random rotations so as to not appear perfectly straight.
6. I think dust clouds could be an interesting detail for added movement.
7. Vertical details for that unique flavour!
Keep it up!
Thanks! This helps a lot. I have to admit that with your modifications it looks more alive and real. (3D) skybox and mountain card etc I will create/remake later after summer but that fence and other stuff that's more related to this specific area I will absolutely do next week.
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A generated bumpmap, is inconsistent in everything and usually not good enough unless you know what to do with them. It doesn't know how to make your planks or bricks pop properly for example, it doesn't know what height info to generate from unless you feed it one, so it's just guesswork & making everything look like dough. It's hard to explain but it is very easy to see a generated result and they usually don't look good, it's better to keep them minimal, unless as I said you are going to sculpt or do them in Substance.
The differences between ours is, I have the result I wanted as I made it "pop out" how I wanted in 3D space, also consistent although minimal because I didn't sculpt the bricks individually.
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Quote from Vorontsov
10 minutes ago, Vorontsov said: A generated bumpmap, is inconsistent in everything and usually not good enough unless you know what to do with them. It doesn't know how to make your planks or bricks pop properly for example, it doesn't know what height info to generate from unless you feed it one, so it's just guesswork & making everything look like dough. It's hard to explain but it is very easy to see a generated result and they usually don't look good, it's better to keep them minimal, unless as I said you are going to sculpt or do them in Substance.
The differences between ours is, I have the result I wanted as I made it "pop out" how I wanted in 3D space, also consistent although minimal because I didn't sculpt the bricks individually.
Okay. I think I understand what you mean. I can't see it in my textures yet but I guess it'll come when I have spend some more time with normal maps. Which program do you use to sculpt normals? I googled it and found some: Photoshop CC would be great but it costs too much, Autodesk Mudbox (free for student) seemed too complex to learn fast? and Shadermap would be my choice even though it costs 50€. It was pretty easy to use at least but does it have all the functions I need?
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You can use any 3D package you want, they are just tools. I do most of my modeling and sculpting in Modo actually, lately I've been messing more with Sculptris. I just don't like Zbrush ui or navigation and I can get by without it since I'm a free-time amateur.
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I'll probably generate my normals to this project but I have to get deeper into normals later. I'll just make sure I won't go too crazy with it. Starting to sculpt my normals now will either kill or delay my project/timetable.
Anyways. Thank you for this. It's always good to hear how it really should be done. I'll save this tip for later

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