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[CS:GO] Dharma (Bomb/Defuse)

  • Geno
  • February 20, 2022 at 3:14 AM
  • Geno
    • February 20, 2022 at 3:14 AM
    • #1

    Hi everyone, I hope all of you are doing good and everyone around you is healthy. Squeezit and I are releasing the beta version of our map Dharma (which we originally intended to build for Exotic Places Mapping Contest LOL).

    The map is based on an old town along the ghats of Ganges in India. It's layout is a little different than the usual setup where CT spawn lies somewhere between both the sites. We decided to do it more like Cobblestone or Overpass, where the CTs are spawned on one of the sites, thus pushing the battle area a bit ahead.

    Steam Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2758621609

    Screenshots:

    Spoiler


    Spoiler


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    A few things are currently pending:

    • Accurate radar (uses radar from the greybox build)
    • Optimization
    • Custom soundscape
    • Tertiary level details and visual enhancements (little things here and there)

    Looking forward to the valuable feedback. Hopefully we'll release the final version soon.

  • will2k
    • February 20, 2022 at 8:29 PM
    • #2

    Looks fantastic, great work ?

    Those first 2 shots look realistic and authentic, as close as possible to the real thing in terms of ambience and atmosphere.

    Judging from the screenshots (without playing), I couldn't shake the feeling that ambient lighting is a bit flat and dull

    Have you tried different time of day before settling on this one? Maybe a stronger sunny day or an accentuated sunset/golden hour setup could bring the vivid building colors to life.

    I would try 2 different lighting setups in 2 separate test maps to compare if I were you, but that's totally up to you. Just thinking out loud here :)

    In any way, keep up the good work, and so glad to see you still pushing great content for CSGO.

  • Geno
    • February 21, 2022 at 10:09 AM
    • #3
    Quote from will2k

    13 hours ago, will2k said: Looks fantastic, great work ?

    Those first 2 shots look realistic and authentic, as close as possible to the real thing in terms of ambience and atmosphere.

    Judging from the screenshots (without playing), I couldn't shake the feeling that ambient lighting is a bit flat and dull

    Have you tried different time of day before settling on this one? Maybe a stronger sunny day or an accentuated sunset/golden hour setup could bring the vivid building colors to life.

    I would try 2 different lighting setups in 2 separate test maps to compare if I were you, but that's totally up to you. Just thinking out loud here :)

    In any way, keep up the good work, and so glad to see you still pushing great content for CSGO.

    Display More

    Thank you Will :) I'll try to push an update today to fix some packing issues (Apparently compilepal and vide ignore the damaged door models for our custom breakable doors). I will add default inferno light environment for now. But we will be tweaking it in the future builds.

    BTW, are you planning to cover Static prop Autocombine feature anytime soon in your optimization series? :D

  • will2k
    • February 21, 2022 at 7:06 PM
    • #4
    Quote from GenoCide

    8 hours ago, GenoCide said: BTW, are you planning to cover Static prop Autocombine feature anytime soon in your optimization series? :D

    I highly doubt that :)

    I haven't played/worked with Source games and SDKs for 5 years now; it's literally a distant memory now

  • Geno
    • March 26, 2022 at 12:02 AM
    • #5

    Had it playtested by mapcore members and it went quite good. Addressed a few small issues with cover, layout and things capturing players' attention. Also tried to fix the lighting. The latest screenshots are attached below:-

    T base

    Spoiler

    Along

    Spoiler

    Mid

    Spoiler

    A site/CT base

    Spoiler

    B site

    Spoiler

    Radar

    Spoiler

  • Geno
    • April 8, 2022 at 5:38 AM
    • #6

    Finally, fixed the lighting. The materials looked sort of full bright earlier because "Compute Reflectivity" was unchecked while creating vtf files. Adding latest screenshots. Feedback appreciated :)

  • sethen
    • April 9, 2022 at 2:11 AM
    • #7
    Quote from GenoCide

    20 hours ago, GenoCide said: Finally, fixed the lighting. The materials looked sort of full bright earlier because "Compute Reflectivity" was unchecked while creating vtf files. Adding latest screenshots. Feedback appreciated :)

    Love the new lighting bro. Adds so much life to the scene and to be honest. Fits the map way better than the previous environmental lighting choice.


    Keep up the great work my friend.

  • FMPONE
    • April 10, 2022 at 5:04 PM
    • #8

    Hey there, here's a couple of concepts that are basically trying to 1) establish a few key assets (pole with signs), and other opportunities for custom assets (consistent ground texture, building signs, which should always somewhat correspond with the intended purpose of the structure. i.e. a hospital should not be one story), 2) add more color to what is honestly a pretty monotone brown look with the exception of directionless pops of color. You're free to interpret these as literally as you want, but hopefully being so familiar with your own work, this will also help you "unlock" some additional thought processes around each axis (floor, walls, horizon) and enable you to drive through your theme a bit more.

    I wish I had more time to spend on this kind of stuff, but hopefully this helps at least a little.

  • Geno
    • April 10, 2022 at 5:33 PM
    • #9
    Quote from FMPONE

    26 minutes ago, FMPONE said: Hey there, here's a couple of concepts that are basically trying to 1) establish a few key assets (pole with signs), and other opportunities for custom assets (consistent ground texture, building signs, which should always somewhat correspond with the intended purpose of the structure. i.e. a hospital should not be one story), 2) add more color to what is honestly a pretty monotone brown look with the exception of directionless pops of color. You're free to interpret these as literally as you want, but hopefully being so familiar with your own work, this will also help you "unlock" some additional thought processes around each axis (floor, walls, horizon) and enable you to drive through your theme a bit more.

    I wish I had more time to spend on this kind of stuff, but hopefully this helps at least a little.

    Thank you so much for putting your time into this. This really helps :) We'll definitely try to implement such changes.

  • Dabu
    • April 14, 2022 at 3:56 AM
    • #10

    Woa this look cool

  • Geno
    • June 15, 2022 at 8:25 AM
    • #11

    Progress so far

  • Donskioni
    • June 16, 2022 at 5:02 PM
    • #12

    sick! Looks like its got great detail, but also good vis. I like the T side start. Ill have to run around and take a look in person :) nice job!

  • Geno
    • November 29, 2022 at 3:00 PM
    • #13

    Latest

  • Donskioni
    • November 29, 2022 at 4:38 PM
    • #14

    Really dig the smoke trails in the second to last image :)

  • Geno
    • November 29, 2022 at 6:52 PM
    • #15
    Quote from Donskioni

    2 hours ago, Donskioni said: Really dig the smoke trails in the second to last image :)

    Thanks :) . Instead of using particles we took a different approach. @Arx made a model with a plane and scrolling texture on that. That way we were able to add draw distance to them.

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