If you're up for a long read I'd check out this huge level design writeup There's a lot of good material in there to reference
Posts by VIOLATION
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Quote from Serialmapper
On 9/9/2023 at 4:30 PM, Serialmapper said: what happened with this map?
from what I remember the 3 of us basically just drifted off of working on it. I was in college at the time and got pretty busy. Over the summer in 2017 we all worked together on Yacht for the r/csmapmakers wingman contest, and I guess we just never picked up on Aviv again. Looking back the map would have needed some serious changes to tone-down the amount of clutter for visibility and performance.
unfortunately I've since lost all the files as well. thought I had backups but it looks like I was wrong. I do have some real old files for a defuse map that Quoting and I briefly brainstormed on called Ivory. Eventually that idea would end up turning into cs_ivory, though I had no part in the development of that version of the map.
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really fantastic work with the art direction here. all the materials are A+, excited to give it a run around
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I've been wanting to tackle this theme for years, glad you've picked it up. i'm sure you'll do this place justice. definitely looking forward to this one!
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lovely work as always catfood. the light blue and tan color palette is great to look at
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Absolutely love the asphalt blend textures. Looking great, excited to see more!
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looking good!
love seeing the theme come to life
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Quote from jehy
6 hours ago, jehy said: I'm working on my first map and think I've stumbled my way into a layout I like. I still have no idea what to do with CT spawn and have yet to add enough cover anywhere but B site.
Anyone willing to offer some thoughts and suggestions on the overall layout at this stage?
On the screenshot I put lines that roughly show where rushing players can make contact.
can't say much without running around but just some stray observations/ideas:
The circled area seems obsolete to me seeing that it doesn't connect to anywhere else and I can't really see it adding anything to gameplay, at least from just the overhead layout. Likewise with A site I'm a bit weary about there just being one entrance to the site with T's having to completely backtrack all the way around a very long path if they fail to push and want to rotate to B.
The line path I drew is a highlight of just how long and convoluted that path seems to be for a player. The entire pink area with the square hallway (right next to T spawn) doesn't seem to have much of a strong purpose either if they can drop into B from that much shorter route above it. To have a path that dumps you in the middle of the bottom orange path doesn't seem to be a path anyone would take if a team controls enough of mid to be able to take that center pink route in general. Instead having a path similar to the ? one I drew (and maybe avoiding such a long sightline) might make a bit more sense and be more viable. I will say that I think the area of the B site looks pretty interesting though from just seeing the overhead so that's a bit of a plus
Keep working at it though I think there's some interesting ideas you've got going on for only a first map
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Well they're certainly not supposed to be a finished product. Most things I do usually begin with a small section block out that I get carried away detailing to get a better feel of what a more finished area of the map would look like, then I drop the project and move on
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New round of random scenes I've done that most likely won't go anywhere further
First is based on the Kensington/Badlands area in Philadelphia:
[Blocked Image: https://i.imgur.com/zy0tVo6.jpg][Blocked Image: https://i.imgur.com/k31t3hp.jpg][Blocked Image: https://i.imgur.com/dKWL7zy.jpg][Blocked Image: https://i.imgur.com/ohNWgEd.jpg]
Second is one of many iterations of a coastal English village I've wanted to expand upon and have made versions of for ages:
[Blocked Image: https://i.imgur.com/jdI5Aak.jpg][Blocked Image: https://i.imgur.com/9fPXbs4.jpg][Blocked Image: https://i.imgur.com/8JTBUmF.jpg]
(Cheers to de_highlands + ElectroSheep for some of the models in the latter screens -- starting working on my own inspired models last year but had yours as placeholders)
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Great looking work as always! Excited to try it out.
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I like the direction you're going but just as a general thing to notice without playing, I feel like the layout is a bit too complex, especially over on the right side. I'd have to run through and test it to see what I think would be better, but it definitely seems like there's too many routes and options all around the map atm.
Otherwise nice work so far, really liking the look of the more-detailed barn scene!
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I think the map would have seriously benefited from having the sun angle be a lot more steep. Some of the street level shots are so dark you can't really make much detail out + I imagine it might be hard to pick out players. Otherwise though the setting and colors are definitely unique
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Just had a quick run-through and I have to say the artwork and detail in this is incredibly stunning. This is by far your best work to date and I am simply blown away by how much effort and time went into this. The murals and road patches/blending/detail are definitely my favorite smaller details.
Absolutely fantastic job man you deserve all the praise for this
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Made a few quick changes, thanks @Roald + I have a few others in mind but I'll hold off on those
Probably will submit for playtesting soon, though I barely have freetime so if I end up doing it I might not be able to make it, so I might just hold off on playtesting in general
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In between the chaos of my uni work I decided to take another stab at making a defuse layout while also juggling some wingman ideas and a few other miscellaneous levels and stumbled upon the beautiful little city of Chefchaouen as a setting.
I've already gone through a few iterations of a greybox but I'm not really satisfied with the layout much (never was my strong suit) and instead of scrapping it entirely like I generally do I decided to turn to getting it tested. As always any and all feedback is greatly appreciated and encouraged.
Overview WIP (just simple for now):
Spoiler NEWER:
[Blocked Image: https://i.imgur.com/ikJDm8b.jpg]
OLD:
[Blocked Image: https://i.imgur.com/Fa3zv38.jpg]
And I couldn't help but prototype a few textures/art ideas in one section as well to get a feel for what the detailing might look like
Spoiler
[Blocked Image: https://i.imgur.com/31TLHVF.jpg]
[Blocked Image: https://i.imgur.com/lyStoQl.jpg]
and a quick shot of mid as well:
[Blocked Image: https://i.imgur.com/Omcitzo.jpg]
Workshop Link:
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So glad to see more of this. Glad you're still putting work in, looking great!
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Honestly I wouldn't say it looks too bad, just that I've seen the blend textures used a lot before and that kind of takes me out of it.
Generally I'd say the displacement work is really impressive, especially this shot here:
I'll have to give it a run-through later, it's definitely an neat take on a defuse map but it does give me that sort of cs:s vibe
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Looking fantastic, love all the little details you're working in, keep it up!