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[WIP] Roca

  • dmu
  • October 28, 2018 at 2:07 AM
  • dmu
    • October 28, 2018 at 2:07 AM
    • #1

    After months of lurking I would like to uncover de_Roca, a wingman map that takes you to the small town of Rocamadour France. This map is breaking into later stages of development and any feed back is greatly appreciated. This map would not have been possible without models made by @grapen for de_Scepter.

    Link to find it on the Steam Workshop. (Warning: I've been too lazy to implement an overview, I'll get to it once I get closer to release)

    Here are some screenshots of the map.

    And a quick overview that I threw together.

    Again, feedback is greatly appreciated.

  • dmu
    • November 4, 2018 at 1:35 AM
    • #2

    I've spent the week sprinkling details around the map, but most of my focus has been on doing my first detail pass of T Spawn:

    I'm still looking for feedback on the visuals and layout, so feel free to reply to this topic with suggestions.

  • Roald
    • November 4, 2018 at 8:37 AM
    • #3

    Looking pretty! Havent checked the layout

    Its only a bit dark with hard shadows. Brighten up the shadows of the light_enviorment to like 200 and perhaps make it more blue/purpleish

  • dmu
    • November 4, 2018 at 1:58 PM
    • #4
    Quote from Roald

    5 hours ago, Roald said: Looking pretty! Havent checked the layout

    Its only a bit dark with hard shadows. Brighten up the shadows of the light_enviorment to like 200 and perhaps make it more blue/purpleish

    @Roald sounds good, some of my friends said that the bright shadows make the map look alien but I'll experiment with it.

  • dmu
    • November 12, 2018 at 1:29 AM
    • #5

    This week I spent a lot of time working on the map, and I'd say that basically every single area has now gone through its first detail pass.

    I absolutely love how CT spawn is turning out right now.

    Here's another screen of the map (Unfortunately it is of lower quality because I am limited to uploading a total of 5 mb)

    That door on the right seems to be not be uploading to the workshop properly, hopefully I'll find a fix soon.

    As always, feedback of any kind is greatly appreciated.

  • fewseb
    • November 12, 2018 at 6:14 AM
    • #6

    Whats the texture scale of the bricks on the walls, from the looks of it their stock textures that have been inflated to .500, was that intentional?

  • grapen
    • November 12, 2018 at 7:03 AM
    • #7

    The texture scale should be 0.125 for these. Also try cranking up the ambient lighting, the shadows are looking very dark. Keep it up!

  • dmu
    • November 13, 2018 at 1:37 AM
    • #8

    Thank you for the feedback @fewseb and @grapen!

    I'll have the textures fixed and the lightning brightened for next weekends update.

  • text_fish
    • November 13, 2018 at 9:11 AM
    • #9

    @DMU222, what's the big wall with the crazy paving slabs supposed to be? If it's a cliff face I think you need to rethink your texture choice and sculpt the displacement a bit more.

  • dmu
    • November 14, 2018 at 1:59 AM
    • #10

    @text_fish, yeah its supposed to be a cliff (if you look up irl pictures of Rocamadour you can see what I'm trying to do) so far that texture is the only one I've been able to find that doesn't look to repetitive and fits the rest of the maps aesthetic. If you (or anybody else for that matter) happen to know of any other textures already in CSGO or on other services that could fit then I will be sure to try and fit it onto on the cliff, but for now, this is the best I can do.

  • text_fish
    • November 14, 2018 at 10:03 AM
    • #11

    Valve's stock cliff textures aren't very good so my advice would be to make some of your own. If you're new to texture creation a good way to learn the basics is to download a few images from textures.com (go for the seamless ones if you're not comfortable editing them yourself) and use Yanzl's VMT editor to turn them in to CSGO materials.

    Once you've got a couple cliff materials you like the look of you can use VMT editor again to make a blend material, then use the Paint Alpha tool to blend the two textures in hammer, which will really help reduce the repetitiveness.

    You can begin to learn more about materials here, although the VDC isn't kept completely up to date so be wary of using the software they sometimes recommend, and if in doubt google.

  • dmu
    • November 15, 2018 at 12:31 AM
    • #12

    @text_fish Alrighty, I'll see what I can do.

    Thank you!

  • dmu
    • November 18, 2018 at 1:56 PM
    • #13

    This week I did not have as much time to work on the map; however, I was able to fix all of the issues/problems with the map, including making a new texture for the cliff face!

    I am planning on doing a playtest of the map on November 23rd, so if you live in North America and are interested please add me on steam! (Same username and profile picture)

  • dmu
    • November 22, 2018 at 2:24 AM
    • #14

    Pushed Another small update, more work will be done with another update around this Sunday. Here's a screenshot of one of the internal areas:

    Of course I am still looking for and open to feedback. I'm also still looking for people for play testing on the 23rd, so please, if you are interested, add me on Steam!

  • That50'sGuy
    • November 22, 2018 at 5:02 PM
    • #15

    Heh, looks great!

    That new cliff face looks lovely by the way!!!

  • dmu
    • December 2, 2018 at 12:32 AM
    • #16

    I decided to use Black Friday to upgrade my PC, but I was still able to upgrade the cliff texture in my never ending quest to make the cliff look not like Half-Life.

    However, I am not so sure about this new texture:

    Feedback on this new texture would be especially useful, but overall the map is basically almost ready to be launched into 1.0 .

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