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Maginot [Wingman]

  • Edude
  • July 31, 2020 at 5:45 AM
  • Harry Godden
    • July 30, 2022 at 7:58 AM
    • #21

    nice one great lighting there

  • celery
    • August 1, 2022 at 8:25 PM
    • #22

    Awesome attention to detail. Throwback to 2000s/2010s WWII FPS games in the best way possible.

  • Edude
    • August 1, 2022 at 10:17 PM
    • #23
    Quote from celery

    1 hour ago, celery said: Awesome attention to detail. Throwback to 2000s/2010s WWII FPS games in the best way possible.

    They were the biggest source of inspiration!

    Thanks for the support guys!

  • FMPONE
    • August 3, 2022 at 2:11 PM
    • #24

    Spotlighted!

    This level has been really fun to watch evolve. I'm really a sucker for this sort of highly detailed environment.

    By way of crit, I think the full-black wires on the wall are looking a little dated. It would be better to unwrap and texture them, although it's probably annoying compared to just full-black color. I typically avoid using full-black anything in terms of environment art, unless it's to fake very distant shadows.

  • Byron
    • August 4, 2022 at 4:30 AM
    • #25

    Looks amazing. I think the walls are a little low in the 'Outside' area, especially when you can pixel walk on some of the edges, creating weird engagements. Otherwise though, awesome map!

  • Edude
    • August 4, 2022 at 7:49 PM
    • #26
    Quote from FMPONE

    On 8/3/2022 at 10:11 AM, FMPONE said: Spotlighted!

    This level has been really fun to watch evolve. I'm really a sucker for this sort of highly detailed environment.

    By way of crit, I think the full-black wires on the wall are looking a little dated. It would be better to unwrap and texture them, although it's probably annoying compared to just full-black color. I typically avoid using full-black anything in terms of environment art, unless it's to fake very distant shadows.

    Thanks for spotlighting Maginot and for your feedback!

    I admire your work and it always inspired me!


    About the black wires issue...

    Only after publishing Maginot I noticed that the monitor I've been using for two years is configurated in a way that the dark coloring levels are at least 20% lighter than it should be. No matter how many times I change this setting, it always returns to this configuration.

    In short, from my monitor's POV the map has a good visibility, including the wire's colour - that unfortunately shouldn't look full-black.

    I found this a bit too late, but I'll soon update the map to fix it (and also buy a new monitor making this cheap one my second...).

    Quote from Byron

    17 hours ago, Byron said: Looks amazing. I think the walls are a little low in the 'Outside' area, especially when you can pixel walk on some of the edges, creating weird engagements. Otherwise though, awesome map!

    Thanks Byron! And thanks for pointing out. Fixing it for the next version!

  • Soldat Du Christ
    • September 5, 2022 at 6:06 PM
    • #27

    looks cool

  • Edude
    • February 1, 2023 at 4:58 AM
    • #28

    Today I was checking some old versions of Maginot and took the opportunity to record a small timelapse video of some areas. Check out! A few of the scenes were already being built on 2020, but I decided to categorize them as "2021" for better cohesion.

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  • blackdog
    • February 3, 2023 at 2:30 PM
    • #29

    Ace! How did you do the camera movement @Edude?

  • Edude
    • February 4, 2023 at 6:50 PM
    • #30

    Thanks for asking @blackdog.

    I simply followed this tutorial below by Mr. Maxim (BananaGaming) and applied the same positions and seconds to older map versions.

    Unfortunately, the coordinates changed during development so I couldn't line up a few scenes perfectly, but managed to get really close and editing the shots in Sony Vegas helped too.

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  • Edude
    • March 22, 2024 at 6:44 AM
    • #31

    Maginot is now ready for CS2!

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=3195399109

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