Quote from El_ExodusYeah, a func_animal would be the shit!
My Steam profile is linked in my signature
But here is the link: http://steamcommunity.com/id/el_exodus
Request has been send ![]()
Quote from El_ExodusYeah, a func_animal would be the shit!
My Steam profile is linked in my signature
But here is the link: http://steamcommunity.com/id/el_exodus
Request has been send ![]()
Quote from IdolonMostly finished up the last 20 brush map, and started making another one! I should probably be studying instead
Need to redo the color correction on the 2nd one for sure.
Looking great! Just wondering, are these 20 brush maps a challenge you put upon yourself or is it a competition being runned somewhere?
Quote from catfoodDisplay MoreLiked the progression the map made and the direction its going, here are some thoughts and things I found odd / misplaced
I think those concrete edges on top of these displacements look a bit strange, maybe it looks a bit rushed. Would be nice if these were just rocks without these edges.
I think these metal fences are hurting the setting, just the woodenfence would do in my opinion.
not sure if this rock wall is final but i think it looks a bit strange/not done compared to the rest of the map
Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme.
I came across more empty/dodgy stuff but i believe these were just work in progress. Anyways love the progress and hope this helps
Looking forward to the next playtest.
oh and btw I disagree about removing the hut on B, I think you should keep it.
Do you mean the hut on A (outside bombsite)?
Other than that, you got some good points there! Thanks ![]()
Quote from El_ExodusDisplay MoreHad a quick run with a mate on your map and i already have some feedback. There is a rock texture, where CT's (and maybe T's) are barely to none visible. He and i made screenshots of
us hiding in front of this rock:
The other thing i found, was that the overall clipping needs a lot of work to get to the final stage. Small obstacles are sometimes disturbing the smooth movement and there are some unintended boost spots.
For example this one (I'm already standing on the boost spot):
Overall, the map looks amazing. It's very unique.
It did feel very big in the first moment. How was that in the playtest? Did it work nicely? What about the rotation times? How long are they? I didn't test that
I'd also say, that the zoo could need some more life in it. Some more flora inside the aquariums and some fauna in the outer parts of the map. It's hard for me to understand, why there are already fishes in the aquariums, but no other animals in the outer parts.
If you'd like me to help finalize your clipping issues or s.th. similar, feel free to hit me up. I'm always open to test and to give some feedback.
I really like it, keep going
That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out!
Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong).
About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar
The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is ![]()
I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile?
Thanks a lot for the feedback so far!
I remember it too, good times ![]()
Great photos btw!
Great map! Other than the interior of the church, which you said is wip, I don't have anything to add. The level is just beautiful!
There are a few bugs I found, but nothing big.
Nodraw texture
[Blocked Image: http://cloud-2.steampowered.com/ugc/36350021201942822/E2761BCD3E3F0F6B1ADF2CF99D864CC4D2B2219F/]
Disappearing prop model
Also, the tram is really close to that wall, impossible to pass it with its driving mirror in that position. It's a minor thing and there's probably a good (gameplay) reason for the tram being so close to the wall, but I'm just pointing it out.
[Blocked Image: http://cloud-4.steampowered.com/ugc/36350021201939747/3817A9CB47290DBC0FC1823D69A11CAA13F8F6C2/]
[Blocked Image: http://cloud-4.steampowered.com/ugc/36350021201941234/A693B3560CAA4C7C256853C4B767EF359AAE7134/]
Still looking forward to this, although it's not on the top of my mind. The other part will be out when it's out and I'll definately play it then
Enjoyed the first part a lot!
Thanks! Another clipping pass is definately needed ![]()
Thanks for the feedback! I'm glad you liked it.
I'll take your point about the awp spot into consideration, although I think people seemed to like the long sightlines in previous tests (iirc).
Someone suggested adding a second route up at site B (for example a ladder, as if someone is working on the balcony or so). What are the thoughts on this?
Thanks for playtesting, guys!
Any feedback is more than welcome, you can
Looking great!
Cool. Looking forward to tommorow then ![]()
Thanks for the feedback!
Quote from PaulHThe one thing that stands out is probably that inside it doesn't come across as a zoo environment particularly. I realise you're not going to be adding in actual animals, so fundamentally a zoo was a tricky area to try to create, however the addition of signs and posters dotted around inside, with descriptions of the animals you could potentially see would help. The interior is much cleaner than any zoo I've ever seen, which I know has been mentioned previously. If you want to sell it as a newly built zoo to compensate then fair enough, but the majority of people who play this won't know that (unless you have signs outside claiming that it's 'Opening soon' or similar). I would consider adding the signage, both inside and out, this kind of stuff:
...and then dress some animal enclosures, even if there's nothing in them. Most of the zoo's I've been to have enclosures with quite a lot of foliage inside, and most of the time you don't see the animals as they're hiding somewhere, so it can still seem realistic
Signage will definately be added!
I agree with it the interior looking too clean. I should address that without making it look too dirty.
Quote from jackophantWe most definitely need interactive signs! A different animal noise for each enclosure!
Nice idea actually ![]()
A few more pics from the interior and the outside aquarium.
[Blocked Image: http://users.telenet.be/gus/de_zoo19.jpg]
[Blocked Image: http://users.telenet.be/gus/de_zoo20.jpg]
[Blocked Image: http://users.telenet.be/gus/de_zoo21.jpg]
Great update! Changed lighting looks really nice and moody, while still providing good readability (based on screenshots, that is).
Is the updated version already on the workshop or are you keeping it back for now?
Quote from Drakeee
The rocks are all displacements in these shots, except for the small piece of rock in the river in the first shot.
Please post a tutorial on how to get them so smooth
I'm terrible with displacements ![]()
The smoothness is with the help of "Subdivide", then you can go from there and shape it the way you like/need it ![]()
Quote from Deh0liseI like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?
What exactly looks strange about it? Could maybe be the angle of the shot.
Here's what it looks like from the other side:
[Blocked Image: http://users.telenet.be/gus/de_zoo17.jpg]
[Blocked Image: http://users.telenet.be/gus/de_zoo18.jpg]
If you mean Taronga Zoo, then yeah, it's one of the references I used, but there's at least half a dozen other zoo's I used as a reference.