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[CS:GO][WIP] de_titan

  • maxgiddens
  • January 18, 2017 at 3:49 PM
  • maxgiddens
    • January 18, 2017 at 3:49 PM
    • #1

    TopHattWaffle and I have been working on this map for a long time, and I wanted to start getting some of our work out there. I don't want to post the whole map yet but this will give you a taste of what we are working on. This is obviously a WIP, but I hope you guys like what you see. We're always open to suggestions.

    The map takes place in a partially decommissioned Titan II missile silo, and a lot of the things you see are (semi accurate) recreations of what you would find if you actually visited one.

  • Thewhaleman
    • January 18, 2017 at 3:56 PM
    • #2

    But does it have chickens? In all seriousness look rad, can't wait to play it :)

  • baem123
    • January 18, 2017 at 9:08 PM
    • #3

    looking really good. if i would have to find a negative thing i would say that all these yellow steel parts could be somewhat confusing. btw its never too late for a playtest at mapcore :P

  • catfood
    • January 18, 2017 at 9:23 PM
    • #4

    Cool looks great it reminds me a bit of the level Silo in N64 Golden Eye. I'm going to check it out next sunday. btw on the screenshots some spots look a bit too dark maybe.[Blocked Image: http://vignette2.wikia.nocookie.net/goldeneye/images/1/13/Tumblr_lhx7i7ZICW1qhpzp8o1_500.jpg/revision/latest?cb=20110623190603]

  • maxgiddens
    • January 18, 2017 at 11:44 PM
    • #5

    Yeah a lot of the lighting needs to be changed in general. There's still quite a bit that isn't set in stone. Glad you like it though!

  • TopHATTwaffle
    • January 19, 2017 at 12:00 AM
    • #6
    Quote from baem123

    2 hours ago, baem123 said: looking really good. if i would have to find a negative thing i would say that all these yellow steel parts could be somewhat confusing. btw its never too late for a playtest at mapcore :P

    I've run testing on it for a while over at my testing service. ;)

  • The Horse Strangler
    • January 30, 2017 at 2:46 AM
    • #7

    Lack of additional shading is really killing any depth you have going on in a majority of the scenes.

  • Vaya
    • January 30, 2017 at 9:12 AM
    • #8
    Quote from MrTwoVideoCards

    6 hours ago, MrTwoVideoCards said: Lack of additional shading is really killing any depth you have going on in a majority of the scenes.

    Could you explain what you mean here a little more? Is this something easy to implement without fucking up visibility?

  • The Horse Strangler
    • January 30, 2017 at 7:32 PM
    • #9

    Yeah I think one of the main things is just lack of spec and phong. There's not much directionality with light sources, so a lot of stuff is reading flat or neutral.


    There's some other stuff that looks pretty low poly in the 2nd screenshot, but i figured it's just placeholder stuff.

  • TopHATTwaffle
    • January 30, 2017 at 7:33 PM
    • #10
    Quote from MrTwoVideoCards

    1 minute ago, MrTwoVideoCards said: Yeah I think one of the main things is just lack of spec and phong. There's not much directionality with light sources, so a lot of stuff is reading flat or neutral.


    There's some other stuff that looks pretty low poly in the 2nd screenshot, but i figured it's just placeholder stuff.

    Should be noted that cuebmaps were not built in these screenshots, don't know why. But they weren't.

  • maxgiddens
    • October 16, 2017 at 6:01 PM
    • #11

    I wanted to post a couple more screens of some areas that are coming along. I'm waiting to lock down a lot of the areas before I run an overlay pass. A lot of these areas are going to pop once they get signage and whatnot, but not until I'm ready to put on my graphics designer hat and knock out a bunch at once.

  • Francisco Faria
    • January 23, 2021 at 5:51 PM
    • #12
    Quote from maxgiddens

    On 10/16/2017 at 6:01 PM, maxgiddens said: I wanted to post a couple more screens of some areas that are coming along. I'm waiting to lock down a lot of the areas before I run an overlay pass. A lot of these areas are going to pop once they get signage and whatnot, but not until I'm ready to put on my graphics designer hat and knock out a bunch at once.

  • Francisco Faria
    • January 23, 2021 at 5:52 PM
    • #13

    where can i find this map

  • dmu
    • January 24, 2021 at 8:18 PM
    • #14
    Quote from Francisco Faria

    On 1/23/2021 at 12:52 PM, Francisco Faria said: where can i find this map

    This map is unreleased. I don't personally know the developer, but I believe they have abandoned/paused the project. So to answer your question, message the developer and maybe they will be willing to share the map file.

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