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  3. RaVaGe

Posts by RaVaGe

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • November 8, 2017 at 8:44 PM

    [Blocked Image: https://tf2maps.net/attachments/congo-jpg.66435/]


    Back in the biz. (not really, just wanted to touch hammer again, I will probably get bored of this in a few days).

  • Overwatch

    • RaVaGe
    • November 7, 2017 at 9:10 PM

    Quite impressed to see how fast you went to make it guys :o

  • TF2 Jungle Inferno Update

    • RaVaGe
    • October 27, 2017 at 10:58 PM
    Quote from dux

    1 hour ago, dux said: You finally finished a map. Well done.

    Well that's a good ratio, one official map for one finished map :P

  • de_burg

    • RaVaGe
    • October 25, 2017 at 6:21 PM
    Quote from Roald

    5 hours ago, Roald said: Why? :D Look at the mini map of the actual castle number 15: Innerer Burghof.

    Because this guy would appreciate.

    The content cannot be displayed because it is no longer available.

  • de_burg

    • RaVaGe
    • October 25, 2017 at 11:49 AM

    pls rename to de_bhurg.

  • Legal problems remake maps of old games.

    • RaVaGe
    • October 19, 2017 at 4:33 PM

    No you won't.

  • EA just killed Visceral

    • RaVaGe
    • October 18, 2017 at 9:03 PM

    Lol EA.

  • TF2 Jungle Inferno Update

    • RaVaGe
    • October 17, 2017 at 4:44 PM

    Thanks guys :)

    BTW, Hurg is officially in TF2 now


  • TF2 Jungle Inferno Update

    • RaVaGe
    • October 17, 2017 at 5:54 AM

    External Content www.youtube.com
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    http://www.teamfortress.com/jungleinferno/


    My map koth_brazil is in it, go check it out guys :)

  • CS GO HAMMER - LEAK!!!!!!!!!!!

    • RaVaGe
    • October 12, 2017 at 6:48 PM
    Quote from Tisky

    4 hours ago, Tisky said: Back in the days when my friend and i made maps for old-school CS and could not find the leak, we built a whole box around the map, lul.

    ^ Protip.

    Also, I would like to introduce you to;

    THE HAMMER VISGROUP !!!!11!!

    [Blocked Image: http://www.tophattwaffle.com/wp-content/uploads/2012/05/OffnedingVis.jpg]

    Tadam.

  • Counter-Strike: Global Offensive

    • RaVaGe
    • October 11, 2017 at 2:42 PM
    Quote from RivFader

    4 hours ago, RivFader said: Really pleased with the look so far, but obviously disappointed at the lack of changes to the layout.

    Lol, I can't even imagine the shitstorm if they even moved a single crate.

  • Counter-Strike: Global Offensive

    • RaVaGe
    • October 11, 2017 at 5:57 AM

    Funny to see how Valve had to step up it's game, I guess it was kind of frustrating for the artists to see custom maps that are looking twice better than their own stock maps ahah.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • RaVaGe
    • October 10, 2017 at 6:56 PM

    Still remember randomly buying it at the supermarket, weird to say that, but when I look back that box was kind of a life changer to me. If it was not for TF2, I wouldn't be here on Mapcore and wouldn't have spent so much time at creating levels, this teached me so many stuff about design, i'm pretty sure my professionnal career would have taken a way worse direction without that.

    This box is hands down the best game bundle that was made in the history of videogames.

  • Avalanche

    • RaVaGe
    • October 8, 2017 at 1:00 PM

    Would be fun to have those cable cars moving, could spice up the gameplay a bit like TF2 with the trains on cp_well

  • [CS:GO] Render problem at loading the map in game

    • RaVaGe
    • September 29, 2017 at 8:11 PM

    An areaportal is probably leaking ;)

  • Tips on guiding the player with level design

    • RaVaGe
    • September 24, 2017 at 9:59 PM

    For koth_brazil, the main element of the map is the control point.

    The purpose was to lead the players to the control point as easily as possible, and also to make it looks like the main goal of the map.


    For the first version I've created a simple barn, I wasn't sure about the direction I wanted to take for the control point at that moment, I just knew I wanted to make a jungle map.


    After the playtests, and when I became happy with the layout ( Yyler helped me on that) I started to make a full artpass on the map. Here you can see the greybox on the spawn, the main goal to achieve here was to show to the players the 3 options they had to choose a path.

    After the artpass

    I tried to make a bright yellow lighting to try to catch the player's eyes, putting more details at the door spots helps to show the options.


    Below you can see the snipers deck, it's the main road on the map which is the fastest way to go to the control point. You can clearly see that it's hard to see where is the objective here.


    Here's the result after the artpass, I added a path to go to the snipers deck on the left, I added lamps to put some focus on the important areas, and more important, I changed the whole control point area.




    During the artpass, I wanted to create something that was standing out from the map, on a koth map, the control point is the main element, and you want to lead the players to it as naturally as possible. That's why I decided to work on a radar dish, like the one on tc_hydro, but instead of having a dish on the gameplay area, I decided to work on the pillar, which was fitting more on the current layout and design, and then put the dish on the background to create an awesome atmosphere.


    This site is shite, I can't upload more pictures :<

    After some texturing work

    [Blocked Image: https://i.imgur.com/80Dtaur.jpg]

    I decided to put yellow stripes on the beams, it's making the tower even more standing out this way.


    The final result

    On the picture below, notice the lack of detailling on the left building, that way you put the emphasize on the tower. Sometimes adding details is not the best choice, instead, you just need to decrease the amount of details on the less usefull areas.

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/4777522505…FA85C4358EF0AA/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/4777522505…87D99F10C61D88/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/4777522505…B2A139E6C336B9/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/4777522505…38A31BFA20778C/]


    Check these articles

    http://magnarj.net/article_funclight.html

    http://www.nodraw.net/2010/08/tf2-density-of-detailing/

  • What's going on with your life?

    • RaVaGe
    • September 24, 2017 at 11:16 AM

    Started running again, currently going at a pace of 4,40 Min/KM on 9KM, trying to get to 4,20 next month :)

  • [WIP] ARIZONA - Source files available

    • RaVaGe
    • September 19, 2017 at 5:50 PM

    Getting old dude uh ?

  • Dishonored : Death of the outsider // Curator and ghost town

    • RaVaGe
    • September 17, 2017 at 7:41 PM

    Really love that industrial setting, great job guyz.

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

    • RaVaGe
    • September 16, 2017 at 11:09 PM

    Z'êtes nuls les gars :(

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