http://steamcommunity.com/sharedfiles/fi…s/?id=414061247
de_kaizen
currently in blockout, waiting for a response from catfood to confirm he's working on the map
http://steamcommunity.com/sharedfiles/fi…s/?id=414061247
de_kaizen
currently in blockout, waiting for a response from catfood to confirm he's working on the map
Maybe he will start working on it after the release of Ruby.
Confirmed catfood is NOT working on Kaizen ![]()
Hello Mapcore! Thanks for checking out the progress so far
Excited to announce that Kaizen is being developed by Jakuza and myself
Besides a couple tile textures and some early proxies (brushes [no pun intended] off shoulders) Jakuza made most of the content so if you think it's terrible please msg him directly (thank you)
Level Design / Environment Art Lead / Content Art Lead - Jakuza Level Design Lead / Environment Art - Andre
^officially generated information
All jokes aside Kaizen is currently in development and we would love to share some of progress so far. We're diving knees first into the deadline
Workshop link coming soon!
Looks like the 'original' again with a tonne of improvements. I dig! that better not be a vent though ![]()
I didn't play the original, but reminds me a lot to the custom map placed in tokio for LFD2. What worries me is the visibility of the CT models, which are darker. Congratulations for your work over all.
I would say with the roads being so dark, you will have some visibility problems.
Looks great! Love the clean Japanese style.
I of course gave a like to the screens, very good work here.
At a second inspection, and after considering other’s comments regarding the darkness, I realised that what feels weird is what it feels as total lack of lampposts. At close inspection I can see you have some in there, but the lighting is very same-y across the board. It makes it look very aseptic and fake. I feel you need many more lights placed at player level/illuminating main paths, atm seems there’s environmental lights and floor level lights. Yes there are some lights on top of doors and other player-level elements, but they are out on the side. I would like a stronger accent on lights that illuminate paths vs end lights, less bright and different hue the latter with some spotlights highlighting “hero” buildings.
Not sure if you are planning to give a decal and prop pass to make it look much more dirty, cos like I said seems too clean.
I like it alot. I think CS needs a better range of maps - daylight through to night. Hope you pull it off
Kaizen is finally published to the workshop and we hope you enjoy! Feedback always appreciated
Congrats On making the cut Buddy . GL
So cool, love this! But... what's up with the skybox? ![]()
This map is beautiful but I have to agree, what is up with the skybox? It's pretty much a flat grey with a bit blue and a gradient on the horizon. There isn't any moon or stars or clouds at all and it makes it look a bit unrealistic.
edit: I suppose there would be a lot of light pollution since its in the city and you wouldn't be able to see many stars anyway but there should still at least be some clouds or something.
Quote from Harry PosterOn 11/30/2017 at 9:14 AM, Harry Poster said: Hello from de_royal? It's too obvious
youch ![]()
Thanks for spotting it, missed it during our clipping pass I suppose. Was pretty hectic those last couple days...
@Minos (and Tokit, sorry can't tag you for some reason) agreed on the skybox. It's uncanny, especially with the hard shadows. Will need to work on this before final submission
we know your holding back on the skybox, don't be coy ![]()
Everyone enjoy your holiday breaks!
I've uploaded an updated to the workshop addressing some of the bigger bugs (ignore odd lighting / shadows since this was a Fast compile) catching a flight in 4 hours to visit family, the update should make the FaceIt public playtest a bit smoother : )
Looking to update once again early Jan before the 10th
Cheers
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