Not to revive an old thread or anything, but this map is now an official part of insurgency.
Posts by LATTEH
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Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.
If a lot of people like both. Ill just make another workshop submission for the night version.
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Quote from RaduWhat reflectivity do your textures have?
I don't know I just imported all the textures with the default settings.
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Quote from El_Exodus
LATTEH I'm curious why you changed the light settings again. Didn't you like the sunset setting?
I did, but I was having trouble trying to making the environment light and all the lighting from the sign look good together. I just started experimenting with different times of day (mostly close to dusk, didn't try night or anything) to give a brighter look without it looking washed out like the old settings did. (had to really brighten the ambient so there would be more readability)
Plus I wanted to use the dynamic shadows.
Quote from VayaI'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs:
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I have a night skybox that I made. I could try out a night environment and post the results. I like doing lighting

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Quote from blackdog
What I don't like about the lighting here is that it seems to be a very homogeneous base (not fullbright but general lack of contrast) with accent spots from the signs. What I'm thinking is… where's the public illumination in this town?
I'd go by creating a more solid lighting base and then use the signs to create mood. I'm thinking you might have been distracted by them.
I tried like you said working on the base then using the signs for accents. Typically with lighting, my theory is less is more, but I had a hard time lighting this level because there is a lot of lights and a lot of different colors. Also I changed the sunlight to a couple hours before dusk so its more bright. With some of these changes It feels less noisy for competitive play also.
Don't know if I should keep posting in this thread or my old one. Will upload it to the workshop later.
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Quote from El_Exodus
More: http://imgur.com/a/UVr2A
€: Already for the updated version btw. Also: You can now solo-boost upon the Bus next to T-Spawn. But if i were you, i wouldn't disable this boost for now. Just so you know and can keep an eye on it if it plays well or not.
Huh i didn't realize the bus had collision on the mirrors. But if someone gets up onto it its not dark and you can easily spot players on top of it. Thank you for doing this again!

lol a quarter of the comments on the workshop are asking if this is a remake of the tf2 map koth_king.
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Quote from El_Exodus
Took a little longer than planned, but here it is: http://imgur.com/a/iJdD9
Btw: Did you 5v5 playtest this map? Because it feels like terrorists, can easily get into CT spawn without facing the enemy and camp there to get some easy frags.
Thank you for taking the time to do this! I can't tell you what it means to me thank you so much!

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Uploaded a beta build of the map to the workshop if anyone wants to check it out: http://steamcommunity.com/sharedfiles/fi…s/?id=504042679
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I feel bad for posting again. But i used El_Exodus paint over for the street (don't hate me D:) as an example.
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Other direction.
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Sorry for posting again. I tweaked the environment lighting and tryed something different with the signs.
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Same spot with mat_gray 2[Blocked Image: http://i.imgur.com/6RUbs6m.jpg]
Lighting looks better?
worse?
can't see a difference?!?!
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Quote from Pampers
More of these sidewalks, and less 16 units brush sidewalks :s Think you could do infinite more with the lighting as well.
Raise the roads up and use the curb models to separate the road from the sidewalks? Ill try and see what it looks like.
Anything about the lighting you think I could improve? Use more signs, less light fixtures?
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a little update. Im almost done getting some basic details down on the level, I finished all the buildings in the playable area. i still need to probably create models for the skybox and the background. I dont think i will be able to do that by the end of the contest, but the playable area will look good. I also won't be able to finish the car models i wanted to create also.
As you can see in some of the shots i didn't finish everything yet, but everything in the playable area will be finished. Lighting could probably use another pass as well.[Blocked Image: http://i.imgur.com/IQvmsLB.jpg]
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A bonus a quick over view of the level.
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Been working on the alley route. made a ground brick texture, another sign, another ac unit. I'm almost done with the buildings, Then ill start adding more details like debris and work on the hard models (vehicles).
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Also did some work in the hostage area. need to make some textures and a light model / pants model .[Blocked Image: http://i.imgur.com/jmqgBAW.jpg]
I dont know why i really like the look of this building.
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This is just my opinion, but i love play testing grey box levels and early levels as a mapper. It gives you quite a lot on insight on what todo and not todo when trying to design a level yourself. I probably wouldn't have learned how important timing is if i didn't play those levels. Plus the fact your getting to play with people who also like making levels is fun,besides screaming through the mic is always fun too.
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So much i need todo. I want to try and get all the buildings finished and do a test before the contest is over. Made another sign too. Some spots might be still to dark. I think i might change the time of day maybe an hour before sunset? to give it more sunlight. What do you guys think?
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Those look like the default roof windows for csgo. typically black models happen when the material is pointing to the wrong texture in the material.
edit: sorry i sometimes forget to re-read my posts for errors lol
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More work I did for PVKii. Check out pirates, viking and knights if you get a chance! http://store.steampowered.com/app/17570/
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Quote from laminutederire
Man this have changed since the beginning! Is it intentional that it isn't as colorful as your references ? Or you just didn't have time for it ?

Sorry i meant to respond earlier. Right now it doesn't have much color because i didn't get a chance to work on the signs. That and i wanted the lighting and signs to make up most of the color. (if i can i might doing something else later on, like change the color of some of the textures to look more vibrant.)
Might as well post something. Sorry for no ingame shots.
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level designer or environment artist if possible.
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Did some more work on architecture I also made a plaster texture and updated the window models. Made a 2d skybox texture, Still need to adjust the HDR on it, because in some shots it looks really blown out. Theres still a lot todo!
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Havn't had to much time to work on this. I've mostly just been do architecture type stuff for the level. Don't mind the window texture, Its just a temp until i make background textures for the window models.
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