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  3. VIOLATION

Posts by VIOLATION

  • [WIP] de_monaco

    • VIOLATION
    • April 12, 2016 at 10:11 PM

    Back again, birds are gone.

    Lots more buildings have been textured/new art pass, etc. Still kind of unhappy with how certain things are turning out but hoping to find the right balance soon enough. Also had a little skybox change (old one was bugging out so this is probably a temporary change) and still feel like I need to brighten some areas considering how many shadows there are (might end up entire redoing the lighting at some point)

    [Blocked Image: http://i.imgur.com/MZYWRxu.jpg][Blocked Image: http://i.imgur.com/l0FFfeN.jpg][Blocked Image: http://i.imgur.com/m0rYjrd.jpg][Blocked Image: http://i.imgur.com/0XZr4B1.jpg][Blocked Image: http://i.imgur.com/e41WKh7.jpg][Blocked Image: http://i.imgur.com/WZ25yqP.jpg][Blocked Image: http://i.imgur.com/Cjl0eUv.jpg]

    As you can see it's a lot of custom assets for the most part, and I hope to continue to increase the amount of new content used in the map.


    Anyways comments and criticism is greatly appreciated and encouraged as always, especially with a lot of the new detailing done to some areas. Planning on updating workshop/possibly running another playtest soon as well.

  • [CS:GO]de_thrill

    • VIOLATION
    • March 29, 2016 at 12:36 PM

    He probably means the new nuke crates from the bombsite picture(?)

  • de_havana

    • VIOLATION
    • March 14, 2016 at 8:07 PM

    Looks fantastic. Really a fan of that stained glass/arch as well--great work with new assets!

  • ITT: Post maps/scenes that never saw the light of the day.

    • VIOLATION
    • March 13, 2016 at 4:43 PM

    A scene I worked on 2 years ago but never really did anything with

    [Blocked Image: https://i.gyazo.com/b09ea41dbd996faf3f5d71edfe6f0f95.jpg][Blocked Image: https://i.gyazo.com/3f45cf4dc4c2f70448e609b4e1088661.jpg][Blocked Image: https://i.gyazo.com/829bef12e587acf4b06303e185436f9f.jpg][Blocked Image: https://i.gyazo.com/c9ba3c4f1d5d6007a46ca5912f6f36df.jpg]

  • [CS:GO]de_thrill

    • VIOLATION
    • March 13, 2016 at 4:03 PM

    This looks fantastic, so glad you guys finally decided to let us take a look at your works so far!


    I'm assuming that this location is set in a more or less WIP/under construction theme park (or at least that certain areas are?) It already looks like a great playable space with lots of unique and interesting areas even this early. Can't wait to get a chance to run around finished or not and check it all out.

  • de_contract

    • VIOLATION
    • March 11, 2016 at 5:43 PM

    Is there any particular more specific theme you're going for yet? Location? etc.

  • [WIP] de_monaco

    • VIOLATION
    • March 11, 2016 at 1:39 AM

    It's been quite a while since the last update, but progress is still being made. A lot of work has gone into detailing the map and making more graphically pleasing recently, though I won't lie and will say I have been getting quite frustrated with creating the modern-city-look come off as natural while not seeming under-detailed or too bare.

    Regardless, here's some screens from the latest compile:

    [Blocked Image: http://i.imgur.com/2ASUDiS.jpg]

    [Blocked Image: http://i.imgur.com/yDtPpm0.jpg][Blocked Image: http://i.imgur.com/xkDLhaB.jpg][Blocked Image: http://i.imgur.com/ZD7Iy6c.jpg][Blocked Image: http://i.imgur.com/vlqslof.jpg][Blocked Image: http://i.imgur.com/vZseEcX.jpg][Blocked Image: http://i.imgur.com/gaPjz8Y.jpg][Blocked Image: http://i.imgur.com/cjSD2Hm.jpg]

    and here's an extra look at the building I created overlooking B bombsite and visible from a decent amount of the map as of now:

    [Blocked Image: http://i.imgur.com/0zVvOna.jpg]


    As always, cc/suggestions are greatly appreciated and encouraged.


    Cheers.

  • de_contract

    • VIOLATION
    • March 10, 2016 at 10:24 PM
    Quote from Shima33

    Yeah, looks like De_Zoo. No idea how he extracted them from the map, or if they're part of a publicly-available prop pack.

    I'd imagine he most likely asked Yanzl but it is possible to extract textures/models/etc. from any map by loading it up in pakrat and saving the assets you want.

  • [CS:GO][WIP] de_fang

    • VIOLATION
    • March 5, 2016 at 11:58 PM

    For the past few days I've been working on starting up a remake of the cs beta map Fang. For those who remember it, it wasn't around too long, was set at night, and had a quite confusing and frustrating layout. Keeping all this in mind, I'm setting out to attempt to use the basic elements of Fang's original layout to create a new and hopefully competitively viable version of Fang in a modern, crisp setting.


    Setting

    Fang is set around a large Animal/Medicinal Genetics Research Facility somewhere in the United States. The playable space features exterior areas enclosed by towering modern architecture and interior areas featuring a modern lab/research facility look amid many animal crates and testing rooms. To achieve these visuals I am making use of the new extensive set of Nuke models, as well as initially borrowing some models and textures from Agency.


    Screens (V 0.1)

    Quote

    [Blocked Image: http://i.imgur.com/jxce8i9.jpg][Blocked Image: http://i.imgur.com/jWUCvF9.jpg][Blocked Image: http://i.imgur.com/cfw8gOI.jpg][Blocked Image: http://i.imgur.com/QqP3HUX.jpg][Blocked Image: http://i.imgur.com/HVDxTJE.jpg][Blocked Image: http://i.imgur.com/TVzuKLL.jpg]


    Obviously this is all pretty WIP, and I plan on finalizing the layout more and signing up for a playtest before doing any true detail work. Anything detailed currently is merely to get a feel for the general theme of the map and how it's supposed to look.

    As always any feedback/criticism is greatly appreciated. Hopefully there will be a radar pic up shortly as well.

    I'm also continuing to work on Monaco at the same time as this. I usually find it helpful to spend time working on different projects here and there.

    Cheers.

  • [WIP] de_monaco

    • VIOLATION
    • January 13, 2016 at 8:02 PM

    Yeah thankfully that was never actually a layout I tested for more than a day back when I was initially struggling

  • [WIP] de_monaco

    • VIOLATION
    • January 13, 2016 at 4:24 AM

    New update to the workshop here: http://steamcommunity.com/sharedfiles/fi…s/?id=574947704


    Probably planning on setting up another playtest shortly.

  • WIP in WIP, post your level screenshots!

    • VIOLATION
    • January 7, 2016 at 8:12 PM

    I think he may have been meaning if the area could be referred to as looking suburban? If that's the case then I would say that is much more of an urban scene than a suburban one. There are townhomes/rowhomes in suburban areas but they are rarely brick and rarely have stairs leading down like that. If that's not what he meant then my bad for misinterpreting.

  • [WIP] de_monaco

    • VIOLATION
    • December 28, 2015 at 6:11 AM

    Some visual and layout updates. Turzo made a whole bunch of nice shutter models today and I threw them in a few spots as well.

    [Blocked Image: http://i.imgur.com/Tk69rTd.jpg][Blocked Image: http://i.imgur.com/x4tZmir.jpg][Blocked Image: http://i.imgur.com/S93c18h.jpg]Mid cover updates:

    [Blocked Image: http://i.imgur.com/A5NEqwf.jpg][Blocked Image: http://i.imgur.com/s4GZQDC.jpg]

    Some routes/connectors:

    [Blocked Image: http://i.imgur.com/kQgiQTg.jpg][Blocked Image: http://i.imgur.com/piNUnxZ.jpg]A bombsite:

    [Blocked Image: http://i.imgur.com/gfoYC35.jpg]

    New B Window (this is a bit of a test, will see how it plays out):[Blocked Image: http://i.imgur.com/txyt28i.jpg]


    Cheers

  • [csgo] cs_cruise

    • VIOLATION
    • December 23, 2015 at 3:16 AM

    Remembered about this map today and found that it was seemingly no longer anywhere, but I couldn't find anything about its disappearance? What happened?

  • [WIP] de_monaco

    • VIOLATION
    • December 19, 2015 at 2:08 PM

    Playtest seemingly went pretty well, and while I was absent for it I have gathered a lot from the chat/feedback about various aspects of the map and how to improve it. From that time a lot of visual improvements have also occurred with layout out a lot more of the basic architecture.

    [Blocked Image: http://i.imgur.com/OjcvhoZ.jpg]

    this is the new A site, where I have entirely blocked off the dark back of A and detailed some surrounding buildings.

    [Blocked Image: http://i.imgur.com/a3azzsA.jpg]

    I have removed the bollards from the sidewalks almost everwhere throughout the map as they caused players to get annoyingly snagged at inconvenient times throughout the game. I have also moved this first fence out of the street in a sort of test. I absolutely hate blocking vision with crates and fences but I do not have an alternative as of now.

    [Blocked Image: http://i.imgur.com/HR7oUgr.jpg]

    With reports of the B bombsite feeling a bit too cramped, I removed some of the cover props in an attempt to open it up a bit, along with raising the fences on the stairs so players can not jump over them. If the site is still reportedly too cramped I may attempt to open some of the space more.

    [Blocked Image: http://i.imgur.com/9y98mhw.jpg]

    Finally some work was done on the Mid - A connector and its adjacent building, turning it into a sort of elevated cafe.


    If anyone tested the map on their own, or heldback and type of feedback during the playtest, I'd greatly appreciate it if you could share it here. The map is still heavy WIP and I'm open to essentially any advice or changes.

  • [WIP] de_monaco

    • VIOLATION
    • December 13, 2015 at 4:50 PM

    Uploaded a version to the workshop for playtesting. http://steamcommunity.com/sharedfiles/fi…s/?id=574947704

    Going to fill out a mapcore playtest for it later today as well.

  • WIP in WIP, post your level screenshots!

    • VIOLATION
    • December 8, 2015 at 5:01 AM

    [Blocked Image: http://i.imgur.com/Q7sU2f0.jpg]

    [Blocked Image: http://i.imgur.com/LPrdQPC.jpg]

    [Blocked Image: http://i.imgur.com/hU2EQ03.jpg]

    [Blocked Image: http://i.imgur.com/TZug3zj.jpg]

  • [WIP] de_monaco

    • VIOLATION
    • December 7, 2015 at 12:17 AM

    A bit of visual work/some layout adjustments

    [Blocked Image: http://i.imgur.com/TZug3zj.jpg]

    [Blocked Image: http://i.imgur.com/f2zmi5V.jpg]

    [Blocked Image: http://i.imgur.com/F5e9IZL.jpg]

    [Blocked Image: http://i.imgur.com/1Uagcwm.png]

  • [WIP] de_monaco

    • VIOLATION
    • December 3, 2015 at 9:25 PM

    Keeping that in mind I tried to make the whole map a bit more connected to mid [Blocked Image: http://i.imgur.com/EXAjH67.png]

    timings (~) now are:

    T                                    CT

    A: 13s 9s

    B: 11-12s 7s

    Mid: 2s 5s


    rotate times are about 12-13s through CT spawn/upper mid and 16-17s through mid. I feel like this are a bit too long, and still feel like the upper left portion of the map is a bit too isolated. Thinking about making that one entrance to B connect straight down to mid as well.

  • [WIP] de_monaco

    • VIOLATION
    • December 3, 2015 at 4:07 AM

    Also just did a complete new greybox as well to test out, doing no detailing whatsoever this time

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