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  4. [CS:GO] Exotic Places Mapping Contest

Dixon

  • That50'sGuy
  • June 5, 2019 at 8:29 PM
  • That50'sGuy
    • June 17, 2019 at 3:09 AM
    • #21

    Sneak peak of the escalators at A-Site. I still have to add lighting in, but the escalators still need to be aligned with the ceiling tiles.

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  • That50'sGuy
    • June 18, 2019 at 2:28 AM
    • #22

    With B-Site now in it's playtestable state, it's time to move on to A-Site for now :)

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  • Vaya
    • June 18, 2019 at 12:28 PM
    • #23

    little tip - add skylights to the map to make it look a lot better. just now everything is gloomy/dark is hell because you are trying to subtly light it with low brightness entities. you can still have a dilapidated feel using natural light + light_enviroment is the best kind of lighting available.

  • That50'sGuy
    • June 18, 2019 at 3:24 PM
    • #24
    Quote from Vaya

    2 hours ago, Vaya said: little tip - add skylights to the map to make it look a lot better. just now everything is gloomy/dark is hell because you are trying to subtly light it with low brightness entities. you can still have a dilapidated feel using natural light + light_enviroment is the best kind of lighting available.

    I was actually considering having some little holes in the ceiling to lighten up some of the areas. Thanks for the tip!

  • That50'sGuy
    • June 19, 2019 at 3:02 AM
    • #25

    Oops! Looks like these ceiling tiles are showing rapid decay! Who wants to make a bet on which tiles will still be up in their frames 10 years from now?

    I'm currently experimenting with the ambient lighting, but as you can see, I need to move the lights away from the darn information booth.

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  • That50'sGuy
    • June 21, 2019 at 5:09 PM
    • #26

    A little peak at the second floor of the store where A-Site is located. This part of the map really gives me IKEA vibes with the ceiling tile frames. I still need to make it brighter though.

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  • That50'sGuy
    • June 21, 2019 at 11:52 PM
    • #27

    Mmmm! Ice cream! Too bad it probably expired in the 80's...

    This is a little peak at mid, it's still got lots more to be done.

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  • That50'sGuy
    • June 25, 2019 at 10:29 PM
    • #28

    Holy mackerel! The floor is collapsed! It does make for a great view of the site though... I should probably delete some of those ceiling tile frames, modify the angles, and add some cover down there and perhaps this site will then play well.

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  • That50'sGuy
    • June 26, 2019 at 1:07 AM
    • #29

    I'm hopeful that this little guide of reference pictures will help you friendly folks picture the final map.

    I got the inspiration to make this from seeing a post that @Roald made on his entry, so thanks!

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  • Interfearance
    • June 26, 2019 at 3:52 AM
    • #30

    Maybe refine the layout first. It looks a little blocky!

  • ynel
    • June 26, 2019 at 2:21 PM
    • #31

    The layout is not really that awesome, but that's not why I'm writing. I don't really know if this counts as "exotic". It's a canadian map....

  • That50'sGuy
    • June 27, 2019 at 3:46 AM
    • #32

    In an effort to make A-Site more balanced, I've made a route for T's to get to the second floor on A-Site. I'm excited to see how it plays!

    For any fellow optimization enthusiasts, my polycount stardards for custom models on this map are something like this:

    Signage: High

    General mall props and pillars: Medium

    Conduits and ceiling tiles: Low

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  • That50'sGuy
    • June 29, 2019 at 2:27 AM
    • #33

    I know I should stop being so proud of every little insignificant thing I make, but this bent ceiling tile was just so satisfying to make.

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  • That50'sGuy
    • July 1, 2019 at 3:38 AM
    • #34

    Um, I think I broke reality...

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  • That50'sGuy
    • July 2, 2019 at 11:35 PM
    • #35

    I've always felt the map was too dark, even with the ambient lighting entities. So I've changed the color correction to finally make it look brighter without adding more light entities.

    Also, the A-Site second floor hole has been modified so there is no more overpowered angles! :D

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  • That50'sGuy
    • July 2, 2019 at 11:52 PM
    • #36

    So I think I've figured out the biggest weakness in the layout, this area was originally designed to be a chokepoint, but when CT-Spawn got moved back, it just became boring corridors. Then again, right behind this area is B-Site, so I'll try modifying the area to be more fun as well as adjust the timings a bit.

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  • That50'sGuy
    • July 13, 2019 at 8:31 PM
    • #37

    For those of y'all who have been wondering where I've been, I was on Vacation to the province of British Colombia! But now I'm back in Toronto and ready to continue!

    I'll probably try and polish up the layout tomorrow, and make some more models/textures the next day.

    Have a wonderful day!

  • SuicidalFennec
    • July 13, 2019 at 10:27 PM
    • #38

    i hope you have a wonderful day to and wb

  • That50'sGuy
    • July 14, 2019 at 2:48 AM
    • #39

    Oh what a difference 53 years can cause on manmade objects, seems like the mall's flag has seen better days...

    This is the final design for the mall's logo and flag, I'll get a nice screenshot of it near B-Site tomorrow. I'm so excited to get back to work on this!

    P.S. Yes I'm aware that real life flags would just be a few threads if it were flying since the 60's, but it's still here because of video game logic ? I've legit seen some games with flags in much better condition that have supposedly been flying for centuries! (I'm looking at you Fallout...) So I'm sure this one can slide :)

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  • That50'sGuy
    • July 17, 2019 at 1:26 AM
    • #40

    The ceiling tile frames now have 3D ropes supporting them! So now the frames have excellent support! I can't say the same for the tiles though...

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