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de_decay (WIP)

  • Plat
  • March 19, 2016 at 12:18 AM
  • Plat
    • March 19, 2016 at 12:18 AM
    • #1

    Hello everyone! I've been working on this map for the last 3 months on and off. It recently hit v42, and I just did a 2v2 and a 3v3 session on it. I posted the WIP of the map on the workshop, and I'm currently fleshing out the layout and detailing parts of the map.

    This is the furthest I've ever come with a project before and I've learned a lot. Currently working on v43 and the workshop will be updated every time a new version comes out.

    I'm currently looking for feedback on the layout, and playtesters. Also, I don't have access to custom assets and I don't know how to model/ make textures. If anyone would be kind enough to lend their ability, it'd be greatly appreciated and you'd be credited appropriately.

    Here's the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Below are some screenshots of version 42, newly added /emoticons/[email protected] 2x" title=":)" width="15">

    Thanks for checking out my map! If you have any feedback or criticisms, feel free to tell them to me, I take all feedback seriously, and I won't take it in the wrong way (as long as it is constructive) /emoticons/[email protected] 2x" title=":)" width="15">

    Enjoy!


  • Shima33
    • March 19, 2016 at 12:31 AM
    • #2

    Looks good so far - can we see an overview of the map, or a radar image, so we can look at the layout?

  • Plat
    • March 19, 2016 at 12:32 AM
    • #3
    Quote from Shima33

    1 minute ago, Shima33 said: Looks good so far - can we see an overview of the map, or a radar image, so we can look at the layout?

    I'll supply this post with one after I'm done v39, I'm currently working on it /emoticons/[email protected] 2x" title=":P" width="15"> Thanks for commenting!

  • Plat
    • March 19, 2016 at 2:58 AM
    • #4
    Quote from Shima33

    2 hours ago, Shima33 said: Looks good so far - can we see an overview of the map, or a radar image, so we can look at the layout?

    Quick question, I'm trying to take an overview screenshot but about half of my level is surrounded in darkness when in the overview mode. No clue how to fix this. Do you have any idea? As soon as I figure it out I will post one.

  • Plat
    • March 19, 2016 at 6:26 AM
    • #5

    As requested, here's the layout, with callouts (known ones)

    Original image courtesy of Shima33. I added text and colours.

  • spa
    • March 19, 2016 at 9:04 AM
    • #6

    Looks really nice /emoticons/[email protected] 2x" title=":)" width="15">

    From the overview I wonder if T is missing some sort of way of rotating to A from mid. Mid seems very tied together with B from the T side.

  • Plat
    • March 19, 2016 at 6:57 PM
    • #7
    Quote from spa

    9 hours ago, spa said: Looks really nice /emoticons/[email protected] 2x" title=":)" width="15">

    From the overview I wonder if T is missing some sort of way of rotating to A from mid. Mid seems very tied together with B from the T side.

    You can take the apartments over to a, I like to compare it to mirages middle where the ts need to commit or fall all the way back to get to a

  • Plat
    • March 20, 2016 at 7:38 PM
    • #8

    *NEW UPDATE*

    Version 40 appears! It changes up the balance of middle, details some ground and fixes the broken textures. Be sure to check it out by subscribing to http://steamcommunity.com/sharedfiles/fi…s/?id=647714113/emoticons/[email protected] 2x" title=";)" width="15"> Heres a screenshot of the new middle

  • Plat
    • March 23, 2016 at 11:55 PM
    • #9

    Version 41 is out!

    It makes some biggish changes to the A site, and details some more of the map.

    Currently struggling with making the radar work. It isn't and I've tried a few things. If I could get help on it that would be great!

    You can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Thanks!

  • Plat
    • March 27, 2016 at 2:14 AM
    • #10

    Pretty big update coming in at version 42! It adds a fair bit of detailing and small gameplay changes. Check it out at http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Also comes with pretty screenshots!


  • Klassic
    • March 27, 2016 at 1:27 PM
    • #11
    Quote from Plat

    11 hours ago, Plat said: Pretty big update coming in at version 42! It adds a fair bit of detailing and small gameplay changes. Check it out at http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Also comes with pretty screenshots!


    Display More

    Looking very nice!

    1 thing i'm missing detailing wise is vertical details. Without it it would look very boring

    I will get into actually testing the map gameplay wise when i get steam working!

  • Radu
    • March 27, 2016 at 3:22 PM
    • #12

    I don't know if anybody has told you this, but I really can't tell where this level is set in. I'd say Italy because of the skybox, but the environment is one giant mess; absolutely no consistency. I understand some of the textures and models are place holders and I hope you don't take this too hard, but I recommend you redo the art pass from scratch. Research the respective architecture and focus on giving your spaces a purpose. Though, that's more easily done during the early stages of designing your layout; later on it's more difficult, but not hopeless. Once you've decided on the location and architecture, create a prop palette of 20-30 props that make sense and stick to them. I normally split the art pass into two stages. During the first one, I give the environment a basic shape using as few brushes possible to which I add a couple models to detail it. I only bother with textures and small details during the second stage. If it doesn't look right without textures and small details, it still won't look once you add them. This is something you master in time, though it should be one the first things for new mappers to learn.

    I also recommend you watch this entire talk, but if you want to see the part that's relevant for you atm go to 14:40

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  • Plat
    • March 27, 2016 at 11:55 PM
    • #13
    Quote from Radu

    8 hours ago, Radu said: I don't know if anybody has told you this, but I really can't tell where this level is set in. I'd say Italy because of the skybox, but the environment is one giant mess; absolutely no consistency. I understand some of the textures and models are place holders and I hope you don't take this too hard, but I recommend you redo the art pass from scratch. Research the respective architecture and focus on giving your spaces a purpose. Though, that's more easily done during the early stages of designing your layout; later on it's more difficult, but not hopeless. Once you've decided on the location and architecture, create a prop palette of 20-30 props that make sense and stick to them. I normally split the art pass into two stages. During the first one, I give the environment a basic shape using as few brushes possible to which I add a couple models to detail it. I only bother with textures and small details during the second stage. If it doesn't look right without textures and small details, it still won't look once you add them. This is something you master in time, though it should be one the first things for new mappers to learn.

    I also recommend you watch this entire talk, but if you want to see the part that's relevant for you atm go to 14:40

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Thanks a ton for the very valuable info. It is set in italy, and I think the main reason it may not be consistent is because some of the detail is reminants from the map's old artstyle, which was set in a more middle eastern area. Are there any areas in particular I can preserve? I've been working seriously hard on this level and this is a huge letdown.

    Quote from Klassic

    10 hours ago, Klassic said: Looking very nice!

    1 thing i'm missing detailing wise is vertical details. Without it it would look very boring

    I will get into actually testing the map gameplay wise when i get steam working!

    Thanks a ton. Vertical detail is something I plan on adding, its just that most of the map isn't detailed yet. You'll see more of it soon because italy is a great place to feature vertical detail.

  • hoistenize
    • March 28, 2016 at 4:22 AM
    • #14

    the outdoor lighting looks a bit off.

    maybe it should be a bit brighter?

  • Plat
    • March 28, 2016 at 4:28 AM
    • #15
    Quote from BreadParticles

    5 minutes ago, BreadParticles said: the outdoor lighting looks a bit off.

    maybe it should be a bit brighter?

    I thought it looked plenty bright. The skybox shows a rather cloudy day as well. It does have a pretty dark tone of purple to it, but I and a few playtesters liked the lighting; they considered it unique.

  • 'RZL
    • March 28, 2016 at 9:17 AM
    • #16

    The shadows are way too bright, you barely even see them.

  • Radu
    • March 28, 2016 at 3:19 PM
    • #17
    Quote from Plat

    15 hours ago, Plat said: Thanks a ton for the very valuable info. It is set in italy, and I think the main reason it may not be consistent is because some of the detail is reminants from the map's old artstyle, which was set in a more middle eastern area. Are there any areas in particular I can preserve? I've been working seriously hard on this level and this is a huge letdown.

    This is something that has happened to me a lot in the past. I worked with a specific theme in mind only to find out that it doesn't work or look the way I wanted it to; so I tried to adapt existing shapes to a different theme, but that just causes more issues. Sometimes it's easier to just delete and start clean.

    Here's a few photos I took on my last trip to Italy http://imgur.com/a/NBum1 You can notice that the buildings are completely flat from bottom to top and that the windows are pretty much the only details. The bottom level is usually a bit fancier (made out of cut stone or bricks) since that's where most shops are located. After that and all the way to top it's usually just windows with very small balconies here and there. Then there's a trim at the top, just before the roof. There are some buildings that incorporate more details, like ones built in the renaissance or baroque period, but most of them follow this approach.

  • Plat
    • March 28, 2016 at 7:39 PM
    • #18
    Quote from Radu

    4 hours ago, Radu said: This is something that has happened to me a lot in the past. I worked with a specific theme in mind only to find out that it doesn't work or look the way I wanted it to; so I tried to adapt existing shapes to a different theme, but that just causes more issues. Sometimes it's easier to just delete and start clean.

    Here's a few photos I took on my last trip to Italy http://imgur.com/a/NBum1 You can notice that the buildings are completely flat from bottom to top and that the windows are pretty much the only details. The bottom level is usually a bit fancier (made out of cut stone or bricks) since that's where most shops are located. After that and all the way to top it's usually just windows with very small balconies here and there. Then there's a trim at the top, just before the roof. There are some buildings that incorporate more details, like ones built in the renaissance or baroque period, but most of them follow this approach.

    Yikes. Alright, I guess I'll start from scratch. Thanks for making me realise my mistake before I went too far into my map.

    The real shame here is that I've restarted the art pass about 4 times thus far. Now I have to do it again. I guess that's learning though.

    Quote

    10 hours ago, 'RZL said: The shadows are way too bright, you barely even see them.

    That would probably be because I've been using fast compile settings, and I'm trying to emphasize visibility.

  • Radu
    • April 6, 2016 at 2:24 PM
    • #19

    Have you had a chance to work on the new version? I'm really curious to see if you've managed to improve it.

  • Plat
    • April 6, 2016 at 11:43 PM
    • #20
    Quote from Radu

    9 hours ago, Radu said: Have you had a chance to work on the new version? I'm really curious to see if you've managed to improve it.

    Yes I have actually. I have been using a combination of your pictures and a few from google images as image references. Here's a quick screenshot of what middle is turning into (in hammer). Progress has been slow due to lack of motivation and the majors which just passed.

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