Always loved the environments in crysis 2. Can't wait to play your level.
Posts by LATTEH
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This is something I've been wanting for a long time!
Edit: aww you can't use world reflections (env map) with phong.
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Haven't posted in awhile wanted to give a update on what i was doing.
Made a ground texture.
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Added something to block the view here. It felt like the CT's had to look left and right before heading to the hostages.
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Got rid of this area. Replaced it with several shops and one that connects to the alley. If players want to get to the alley from this side they will have to jump over the fence.
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you can cut through here too.
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otherside
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This sounds awesome! I use the photoshop vtf plugin for exporting to source.
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Love the silhouette of the helicopter.
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I asked for this.
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Quote from kinggambitDisplay More
eesh sorry I meant to post some feedback after playtest.
Some people already mentioned it but here's a few things that I noticed during the playtest without being too intrusive to the map's gameplay theme:
:image:
I like the Insurgency vibe of long-range engagements and close-quarter fights inside. Like I mentioned in the white caption, so long as it's not too risky for players to move across the map, there's nothing too egregious about the gameplay (Open areas + small rooms = lots of vantage points and angles a player has to constantly worry about).
I think I kind of covered all of that. There is still a lot of corners once you get past the middle area though.You can also throw a smoke grenade into the side street and it covers the entire street now too. (the area with yellow text)
Oh I forgot i did get rid of the two extra rooms. Thank you for taking the time to write that up!
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So I went ahead and did some of those changes:
Moved this connecting path back.
Also blocked the old path.
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Pushed up the building by the overpass closer so T didn't have as much control so far back.
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Got rid of the truck in the middle, It was just causing to many problems. It was hard to see other players there and when players crossed on top they had no cover now they have some cover.
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Also added a door way here, Its more easier to navigate through then the way it was before.
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Moved the hostages closer to T spawn. This feels better with it here. I don't know if i want to keep the layout the same, but it feels pretty strong.
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Definitely need to test the changes, but i can't think of much more todo with out rearranging some of the buildings and roads.
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With out doing some drastic changes. Here is what i was thinking of doing. I might not change where the hostages are being held. I am also thinking of getting rid of the Upper area with the apartment, truck and the building in the middle with the roof. I feel it Takes away from the level then adding to it. Any one have opinions on what the changes?
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I recompiled my map, I forgot to turn off the shadows on some props creating dark areas.
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Those steps look Huge!
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Can i have cs_shichang tested? Anytime is fine. I think this might be the last test before i detail it.
https://dl.dropboxusercontent.com/u/7105610/shichang.zip
I could also really use some feedback if anyone has any.
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I had some ideas that i wanted to add that i think would fix some problems that i saw from the last playtest:
-Moved the truck in the middle to block some sight lines while also making it easier to walk around.
-Moved the apartment building by the truck
-Changed T spawn.
-shrunk the little over hang thing in the middle.
-Added a fence by the hostages to block some sightlines.
-Added more lights.
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Quote from shm0
Hey LATTEH,
Curious about your skybox - what did you use / how did you make it? I need to create mountains very similar for the map I've been creating

I used one from CS:GO, but if you need to create a skybox texture i would recommend Terragen. I havn't used it in forever though.
I think firegod use's it to create his skyboxes: https://dl.dropboxusercontent.com/u/3779442/Skyb…ox_list_v2.html
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So they recompiled all the levels? Well looks like I need to play through it again.
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Quote from Squad
Too bad you didn't get the job

Map looks promising though! Are you gonna keep working on it? A playtest would be nice

Im definitely gonna play test it. I might continue working on it, depends on if I want to work on my other map or maybe after idk
Quote from duxWhy didn't you get it? That's good work for 2 weeks. My only criticism is the interior is sparse and the lighting could be a little more blue.
I asked but they didn't get back to me yet. The lighting is green because I tryed to copy the lighting in the concept.
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So about a month ago i got contacted for a job at treyarch. they gave me a level design test with concept art and said i could create it in csgo. I had two weeks to make a playable level with several areas being fully detailed. After doing the best i could they gave me an interview. I didn't get the job, but i feel i did pretty well on the test. I don't know what i want todo with this level though i just figured i would post it and see what you guys say. I also made a paper about what i did for the level here: https://dl.dropboxusercontent.com/u/7105610/Final%20Thoughts.pdf
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Inside the bomb sites.
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i get a real strong bioshock feel inside the building (its good thing it looks excellent!)
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i can't wait for glnext! i hope it adds the ability to render on multiple threads on opengl.
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got to watch earth to echo. Was a fun movie i kind of liked the way it was shot. It reminded me a lot of when i was younger and going skateboarding with my friends.