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Abbey

  • Lizard
  • June 3, 2017 at 11:55 AM
  • Lizard
    • June 3, 2017 at 11:55 AM
    • #1

    Hello. Me and @Thewhaleman are working on a de_ map set in french monastery somewhere in the south part of france. I decided that this is a good time to post some progress. We should have working layout by the end of the next week.Goal: The goal is to include variety of possibilities for players to play the map with huge diversity of equipment. This includes tight areas designed for CQB style as well as few long sightlines to encourage use of sniper rifles.Screens:

    Spoiler

    [Blocked Image: http://i.imgur.com/76WfQiF.jpg]

    [Blocked Image: http://i.imgur.com/zXt1G1z.jpg]

    [Blocked Image: http://i.imgur.com/WR9fb7m.jpg]

    [Blocked Image: http://i.imgur.com/U2K6F1V.jpg]


    Bonus:[Blocked Image: http://i.imgur.com/C8tUOES.jpg]

    I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit)


    Refs:

    Spoiler

    [Blocked Image: http://i.imgur.com/kmw0nn8.jpg]


    [Blocked Image: http://i.imgur.com/EcJyDxK.jpg]

    [Blocked Image: http://i.imgur.com/ujEwIjD.jpg]

  • Vaya
    • June 3, 2017 at 11:56 AM
    • #2

    Looks great! Can't wait to test it :D

  • JimWood
    • June 3, 2017 at 12:14 PM
    • #3

    Looking good! :)

  • laminutederire
    • June 3, 2017 at 1:35 PM
    • #4

    Guys stop trying to blow up France :P

    Will there be cicada sounds? :)

  • Lizard
    • June 3, 2017 at 6:23 PM
    • #5
    Quote from laminutederire

    4 hours ago, laminutederire said: Guys stop trying to blow up France :P

    Will there be cicada sounds? :)

    Wait and you will see :D

  • OrnateBaboon
    • June 3, 2017 at 6:25 PM
    • #6

    Really nice theme, and can easily be pulled off within the time frame because of all the bold structures. Stock content could also take the map a long way, and still keep the map looking very different to official maps.

  • -HP-
    • June 3, 2017 at 7:37 PM
    • #7
    Quote from Lizard

    7 hours ago, Lizard said: Screens:

    http://# Hide contents Bonus:[Blocked Image: http://i.imgur.com/C8tUOES.jpg]

    I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit)

    Really like the carefully crafted trims on the floor where the sidewalk ends, and the wall. Usually you should only make trese details at the end, but somehow it really makes the scene less gamey to me, good shit man.

    ALso, it's lacking a color pop it feels like, deffo introduce those purple bushes somewhere for juxtaposition in color.

  • text_fish
    • June 4, 2017 at 12:08 PM
    • #8
    Quote from Lizard

    On 6/3/2017 at 11:55 AM, Lizard said: [Blocked Image: http://i.imgur.com/ujEwIjD.jpg]

    I used to see this in an advert and I always thought it'd be brilliant for a CS map/skybox! Glad someone's making it happen. Where in France is it?

  • Lizard
    • June 4, 2017 at 1:10 PM
    • #9
    Quote from [HP]

    17 hours ago, [HP] said: Really like the carefully crafted trims on the floor where the sidewalk ends, and the wall. Usually you should only make trese details at the end, but somehow it really makes the scene less gamey to me, good shit man.

    ALso, it's lacking a color pop it feels like, deffo introduce those purple bushes somewhere for juxtaposition in color.

    Thanks! Like I said it's more like a test scene to work with textures, props and colors. Also It's better for me to work on the lighting this way :)


    Quote from OrnateBaboon

    18 hours ago, OrnateBaboon said: Really nice theme, and can easily be pulled off within the time frame because of all the bold structures. Stock content could also take the map a long way, and still keep the map looking very different to official maps.

    We are aiming between cobble and inferno theme wise. It might be hard to pull off but definitely worth of try!


    Quote from text_fish

    47 minutes ago, text_fish said: I used to see this in an advert and I always thought it'd be brilliant for a CS map/skybox! Glad someone's making it happen. Where in France is it?

    Here :) https://www.google.ro/maps/place/Abbaye+Notre-Dame+de+Sénanque/@43.9292968,5.1869783,5506m/data=!3m1!1e3!4m5!3m4!1s0x0:0x47ca1205ef3ceca0!8m2!3d43.9282827!4d5.1866573

  • blackdog
    • June 4, 2017 at 3:06 PM
    • #10

    Awesome! This is looking great already!

    As it's been said by Baboon seems a perfect fit for the contest because of the theme, should make it easier to get to the deadlines.

    Looking forward to updates.

    Good luck!

  • PogoP
    • June 4, 2017 at 6:41 PM
    • #11

    Increase the saturation on the roof tiles too to give it a bit more colour. Overall it looks like it's got some kind of desaturation filter on top of everything. It'd be nicer if the sun was a bit brighter, the sky were bluer, and the grass/foliage much greener.

    Nice work :)

  • Lizard
    • June 6, 2017 at 6:37 PM
    • #12

    Working workshop version of _001 is here: link

    I'm aware of few things and they will be fixed before first playtest :)

  • Lizard
    • June 9, 2017 at 11:02 PM
    • #13

    Hello, it's me ... I updated the workshop link today with the newest version. I felt like the old layout that I had was not interesting and I decided to remake it. Here are some new screenshots.Layout itself:[Blocked Image: http://i.imgur.com/AFUFEho.jpg]

    T's route to A bombsite:[Blocked Image: http://i.imgur.com/v8EGAJM.jpg]

    Mid (view from CT side):[Blocked Image: http://i.imgur.com/feAtbZu.jpg]

    T's setup area outside of B bombsite:[Blocked Image: http://i.imgur.com/5HVc7nE.jpg]

    B bombsite:[Blocked Image: http://i.imgur.com/8gvMRsw.jpg]

    A bombsite:[Blocked Image: http://i.imgur.com/2NRv7fA.jpg]


    Also I started to stream from time to time while working on Abbey. If you guys want to talk about level design while looking at my dog through Doggo Cam™, make sure you follow me on twitter and twitch. Regards !

  • ZeLzStorm
    • September 6, 2017 at 8:15 PM
    • #14
    Quote from S1lv3r 4 lyf

    6 hours ago, S1lv3r 4 lyf said: I keep glitching out on the displacement to the right of CT spawn.

    The nav mesh needs updating.

    One of the two windows in A does not break (the one you blocked off on the other side).

    Their post is 3-4 months old. I'd certainly hope it would have been updated by now.

    - Additionally, NAV is usually one of the last things edited as maps constantly change. It would be chaos to keep re-editing the file every map version.

  • Lizard
    • November 11, 2017 at 10:33 PM
    • #15

    Hello everyone! Time to post some screenshots :)

    [Blocked Image: https://i.imgur.com/pdb86J9.jpg]

    [Blocked Image: https://i.imgur.com/wYzepnt.jpg]

    [Blocked Image: https://i.imgur.com/5Zxl0WR.jpg]

    [Blocked Image: https://i.imgur.com/Frl445V.jpg]

    Still few crucial pieces are missing but we are looking to run a playtest in next week to get the last piece of feedback.

    Regards!

  • Vaya
    • November 11, 2017 at 10:35 PM
    • #16

    gorgeous!

  • blackdog
    • November 11, 2017 at 10:38 PM
    • #17

    Goodbye de_inferno!

  • Squad
    • November 12, 2017 at 12:31 AM
    • #18

    Looks really good. I like the color pallette, but it's lacking some contrast, as I mentioned in Discord.

    Those roofs definately need some displacement love. Focus on the top (ridge/crest) and side (white) lines especially. Bottom is usually most difficult to match and has least impact imo. Maybe you can also experiment with some different colored roof materials (current -> brownish -> orang/beigish).

    [Blocked Image: https://i.imgur.com/Zhxnm2W.png]

  • RA7
    • November 12, 2017 at 1:52 AM
    • #19

    Gives me an Italian vibe, good job!! :)

  • Gauss
    • November 12, 2017 at 2:39 AM
    • #20

    Wow, this looks beautiful! Those buildings are amazingly realistic :D

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