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de_vermeil [RELEASED]

  • fewseb
  • August 3, 2017 at 10:10 PM
  • fewseb
    • August 3, 2017 at 10:10 PM
    • #1

    RELEASED WORKSHOP LINK

    http://steamcommunity.com/sharedfiles/fi…/?id=1206134479

    An early version of my entry for the Mapcore 2017 mapping contest. Currently there is no working kv file or radar overview. Most of the visuals are place holder or work in progress geometry.

    de_Vermeil takes place in a park built to commemorate medieval watch towers and the battles the took place there over the centuries.

    Workshop Link

    http://steamcommunity.com/sharedfiles/fi…/?id=1099540174


    Some images (more images will be uploaded below)

    Spoiler ct spawn

    T spawn

    B site


    More Images

    Spoiler Middle

    Middle connecters

    Cubby

    Visual Connector

    Garage

    A stairs


    Outside view of "Scenic" the path to a site


    Spoiler Lattice by b site

    Waterworks

    Secret

  • RA7
    • August 3, 2017 at 10:37 PM
    • #2

    Looks very nice, but some parts are bit unnatural and blocky

    The transition between the rock formation and water looks unrealistic.

  • fewseb
    • August 4, 2017 at 12:15 AM
    • #3
    Quote from RA7

    1 hour ago, RA7 said: Looks very nice, but some parts are bit unnatural and blocky

    The transition between the rock formation and water looks unrealistic.

    Pretty much all of the rocks on the workshop version are placeholder blocks.

  • fewseb
    • August 27, 2017 at 5:49 PM
    • #4

    8/27/17 update

    I created a functioning radar and overview as well as overhauled the visuals.

    Radar overview

    Spoiler


    New Screenshots

    Spoiler

  • RA7
    • August 28, 2017 at 11:34 PM
    • #5

    [Blocked Image: https://i.imgur.com/tyKPdq0.jpg]

    The transitions between the gravel and the wall / blocks is too clean. There is always some dirt or plant / gras growing. Maybe add some plamts or gras in front of it?

  • fewseb
    • August 31, 2017 at 10:18 PM
    • #6
    Quote from S1lv3r 4 lyf

    6 hours ago, S1lv3r 4 lyf said: I loaded up your map and I have a few criticisms; a lot of these things you are probably working on already, some of them you may not be aware of, and a few of them are just my opinion.

    Hey thanks for the feedback, unfortunately you loaded up the outdated version of this map, when buy zones and most of the clip brushes hadn't been added yet. I haven't updated the workshop yet as I was waiting for a more final version. Currently im working on a custom nav mesh for bots, one which does not include any unplayable areas.


    Here is a link to the new version on the workshop, the new nav mesh isnt included and the radar may or may not work.

    http://steamcommunity.com/sharedfiles/fi…/?id=1124944338


    Quote from S1lv3r 4 lyf

    6 hours ago, S1lv3r 4 lyf said: Door won't close.

    That door is can only be opened once, the whole idea with it is that cts can have a safe path coming from mid that cant be attacked by terrorist on b, this mostly because the main path to b site is open without much cover. It also helps counter the terrorists advantage of being able to hide in both latices and arches. It also rewards T's for taking the entire mid, since they can now access that same path.

  • fewseb
    • August 31, 2017 at 11:31 PM
    • #7

    Thanks for your feedback, ill take it into consideration.

  • fewseb
    • November 7, 2017 at 7:57 AM
    • #8

    November update

    Over the past month ive made minor adjustments to various parts of the map, along with some visual changes, Ive highlighted the most significant for this update

    Water

    Ive added an animated waterfall texture where needed

    Ive also adjusted the water feature in cave, because of reflection errors and an inability to produce a satisfying look, the flowing water segment has been removed. This clears up visibility for attacking Ts and makes a more consistent environment.

    Ive also added a minor wood scaffolding to the rock stairs area, this was added to clearly point out that players can stand and hide there as before people would not notice the area. The justification for this along with the disabled water feature comes in the form of vandalism on the rock face, this also more consistently conveys the theme of a vandalized park that is present in other sections.

    Detailing

    Ive added flag stones to the entrance of waterworks as well the one way door in order to more clearly tell players what path ways are available.

    Textures

    A custom stone pathway texture has been added to middle and b-site, it has gone through several iterations and this may not be the last, ive also added a new custom gravel texture, but this may also be changed in the future.

    The sand garden has gotten a much deserved update with proper textures, though the circular texture may be adjusted.

    The black void behind the windows in the management building has been replaced with more realistic blinds

    The stone steps by ct spawn have also been adjusted do to shadow errors with the previous texture

    Radar

    Ive produced this temporary grayed out radar, but I hope to make a more fitting and original radar design for the final release version

    Thats it, not a whole lot has changed but I believe the next update will be the final release version, complete with a finished radar and official workshop version.

  • fewseb
    • November 20, 2017 at 4:52 AM
    • #9

    Vermeil has finally been released, while I suspect there are still some bugs to iron out, I think the time has come for the community explore the map

    Workshop Link

    http://steamcommunity.com/sharedfiles/fi…/?id=1206134479

    Workshop Description

    A defusal map set in a historic French park, rooted in a traditional layout with unique gameplay twists added. Made for the Mapcore 2017 mapping contest Story: The Phoenix Connexion intent on destroying the ancestral home of the Williams, one of the Coalition Taskforce’s biggest financial backers, has become aware that the Coalition knows they are coming. In an attempt to divide the response, force the Phoenix have hired American Mercenaries to attack Vermeil Roche Parc, a historic tourist attraction upstream from the William's Castle Pavé. For weeks, an inside man has prepared the park for attack by committing acts of vandalism, causing the park to be closed for maintenance. Now that the GIGN are on scene, can the Professionals get the job done before the Phoenix begins their assault on Castle Pavé? Notes: Bombsite A features little cover on site, but features a 3-lane retake path for CTs and multiple routes for terrorists Bombsite B cover is numerous but has wide open areas in-between them and the bombsite, the Terrorists must either take the choke point or sneak around the CTs by going through middle. Map Screenshots https://imgur.com/a/HmKVN

    Action Screenshots

    https://imgur.com/a/qUWrS

    Radar

    Spectator Radar


    As always, feedback is appreciated

  • Harry Poster
    • November 20, 2017 at 5:15 AM
    • #10

    Pack the textures :)

    UPD: That Beretta on CT spawn can confuse some players

  • fewseb
    • November 20, 2017 at 9:42 PM
    • #11

    Rookie mistake, missing textures have been packed it should be all good now.

  • fewseb
    • December 1, 2017 at 4:18 AM
    • #12

    Last minute adjustment rush update

    -Optimization Overall

    -Added some more extra details

    -Added grenade markers to one way door and cave

    -Signs adjusted

    -Swat van in ct spawn adjusted to be more authentic


    Swat van comparison


    One way door comparison


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