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Avalanche

  • Roald
  • June 5, 2017 at 9:52 PM
  • Roald
    • June 5, 2017 at 9:52 PM
    • #1

    Hey Mapcore,

    We decided to team up with the three of us for this contest. This level takes place on the top of a snowy mountain for tourist to ski, snowboard and have dinner. It's a modern luxurious complex based on the Ice-Q building designed by Sölden. One bombsite will be a terrace and the other one will be the skylift area.

    Avalanche a Bomb Defusal map

    Our team:

    • Practical Problems: 3D design (modeling)
    • Re4l 'Sml: 2D design (substance creator) and Level Enviorment Artist
    • Roald: Level Design (Creating a blockout/greybox and taking care of gameplay)

    Workshop:http://steamcommunity.com/sharedfiles/fi…s/?id=940620502

    *Note that the map is heavily in progress, the layout is not fully blocked out in Hammer yet.

  • JimWood
    • June 5, 2017 at 9:58 PM
    • #2

    Nice theme Roald. The workshop link isn't working however

  • Roald
    • June 5, 2017 at 10:00 PM
    • #3

    Oh yeah forgot it's on private, will change that right away

  • Re4l 'sml
    • June 5, 2017 at 10:32 PM
    • #4

    Nicely done! ;)

  • Roald
    • June 6, 2017 at 7:34 PM
    • #5

    Alright a update of screenshots.

    Finished the whole layout to do some timing testings and etc. It's roughly and fastly made so don't espect too much yet ;)

    My goal was to make a simple 3 lane layout with some small cool ideas like boosts, skill jumps and bangable walls and etc. Many of the windows placed in the playable area ar ebreakable so enjoy :)


    Bombsite B

    B connector

    Bombsite A

    Left B, mid, right A

    Watching A hall with A long on the right.

  • noobgames
    • June 6, 2017 at 9:09 PM
    • #6

    Love the ski lift. :o Any overview yet?

  • Roald
    • June 6, 2017 at 9:13 PM
    • #7

    Not yet. Will create one when the blockout is ready for a playtest.

  • Pi_Mann
    • June 7, 2017 at 2:43 AM
    • #8

    I'm using a similar theme for my map, except it is set in a much different type of ski resort. Yours is looking very good so far (way better than mine) :)

  • Roald
    • June 7, 2017 at 9:02 PM
    • #9

    Oh gosh hammer took over my life.

    But yeaah again some more progress!

    This should be enough work for a first playtest so time to make a overview and change the glass to something clean/vissible so we can actually see trough it.

    Oh and don't be shy, you are allowed to walk arround ingame, link to the workshop is in the first post.

  • Roald
    • June 8, 2017 at 4:36 PM
    • #10

    Real'smile have build some nice glass and curtains textures. Black glass for the background and less alpha black on the playable areas.

    Also I have created a final overview for the playtest.

  • mott
    • June 8, 2017 at 4:41 PM
    • #11

    I have a quick question. How are you guys all working on the map together? Is there a way you can set up anything with the SDK to work at the same time with other people or are you all just working one at a time on the map? Overall your map is looking great! Keep up the good work!

  • NikiOo
    • June 8, 2017 at 4:48 PM
    • #12

    When I tested it yesterday I got those red/black error boxes replacing all the props so I had to hide them. Have you compiled everything into the map? Or maybe it's just me.

    Other than that I think it has a lot of potential. I love that lift bombsite. I was thinking of making a ski lift map but never got to doing it.

  • Re4l 'sml
    • June 8, 2017 at 4:48 PM
    • #13
    Quote from mott

    5 minutes ago, mott said: I have a quick question. How are you guys all working on the map together? Is there a way you can set up anything with the SDK to work at the same time with other people or are you all just working one at a time on the map? Overall your map is looking great! Keep up the good work!

    We are a team of three people so far, working on the same map, yep that's correct, but not at the same time. One is working on the layout, while the others work on 2D and 3D Assets! Then we save all these files on the dropbox, so everyone has access!

  • Roald
    • June 8, 2017 at 4:51 PM
    • #14
    Quote from NikiOo

    3 minutes ago, NikiOo said: When I tested it yesterday I got those red/black error boxes replacing all the props so I had to hid them. Have you compiled everything into the map? Or maybe it's just me.

    Other than that I think it has a lot of potential. I love that lift bombsite. I was thinking of making a ski lift map but never got to doing it.

    Oh idk how that's possible, we didn't use any custom models. Anyways I have updated the workshop and packed everything so you should be good by now!

    Edit: I see smile already answered your question @mott but thanks for your compliment!

  • Re4l 'sml
    • June 8, 2017 at 4:51 PM
    • #15
    Quote from NikiOo

    1 minute ago, NikiOo said: When I tested it yesterday I got those red/black error boxes replacing all the props so I had to hide them. Have you compiled everything into the map? Or maybe it's just me.

    Other than that I think it has a lot of potential. I love that lift bombsite. I was thinking of making a ski lift map but never got to doing it.

    We tested the map and made sure, we didn't use custom assets so far, so there shouldn't be any difficulties! But we are currently adding the first custom models and textures, as you can see, so we will pack the map asap!

  • Roald
    • June 9, 2017 at 9:33 AM
    • #16
    Quote from mott

    16 hours ago, mott said: I have a quick question. How are you guys all working on the map together? Is there a way you can set up anything with the SDK to work at the same time with other people or are you all just working one at a time on the map? Overall your map is looking great! Keep up the good work!

    To answer your question generally. There are ways to work on a map at the same time, but there is no real option for it in hammer.

    You can litterly cut the map in half or in parts. Each guy can individually work on a part so you can sue them back together when all parts are finished. The problem kinda is, we all have our own style so there could be a risk the parts dont match together. So that requires some good communication.

    You could also make use of teamviewer so you can both work at the same time on one computer and discuss live what to do. But yeah its not ideal if you want to work quickly.

    Another way is the way we work right now. We use discord and dropbox to organise and share things. We all have our own task like real sml said. While I work on the blockout, sml works on creating textures and practical problems on the models. This way we work at the same time on different aspect of the map. As soon as the blockout is finished and its time for the Artwork we can always consider to cut the map in parts for an example

  • Re4l 'sml
    • June 9, 2017 at 6:35 PM
    • #17

    Another piece of internal progress:

    Hanging Lights as well as curtains!

  • Practical Problems
    • June 15, 2017 at 6:32 AM
    • #18

    I've modeled a gondola for the bombsite. Please note that it is not very optimized and the interior is not yet done, mostly due to time constraints -- I had to get a version in-game before playtest! Here's a render, although the model is already in-engine.

  • Roald
    • June 28, 2017 at 3:49 PM
    • #19

    Workshop has been updated: http://steamcommunity.com/sharedfiles/fi…s/?id=940620502

    Requested a playtest for sunday 09-07-2017

    Needing a fix:

    Spoiler - On A bombsite there are lights floating in the air now the gondolas move arround, will have to remove them. - The beam connecting the gondola to the track is a litle off :D- Need to replace the gondola model with a newer fixed one.


    Changelog:

    Spoiler - Fixed seightlines on B

    - New path replacing the B balcony

    - Opened the room behind B bombsite for CT's to defend further back

    - Closed up a window on midle and changed the T side a litle, they should have a easier acces now

    - A seightlines are fixed

    - Gondolas on A now move arround, still need some minor fixes. Known bugs are listed at the steam workshop.

    - There now is a squeeky door on A

    - Did a litle background detailing to represent some places in the map and worked a litle with color and new inside lighting.

  • El Moroes
    • July 9, 2017 at 10:28 PM
    • #20

    Hey, some feedbacks from tonight (not a lot but a few screenshots ;)) : http://imgur.com/a/NkzRM

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