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  3. UNREA1

Posts by UNREA1

  • [WIP] DE_Portugal

    • UNREA1
    • March 20, 2016 at 11:25 PM
    Quote from Quotingmc

    1 hour ago, Quotingmc said: Haven't had a chance to look in-game yet but this looks a bit odd. Excuse my terrible snipping tool drawings.

    Bollards normally stop vehicles driving/parking on path ways. By the time a car would reach there, it would already be practically in the park.

    I think something like this would make more sense:

    Nice start though overall, can't wait to see more!

    Indeed, but honestly that wasn't on my priorities list, but I'll look into fixing that. I wanna keep the map as clean as possible tho when it comes to navigating so i might add 1 or 2 max together. The roads ofc are gonna have continuation with some sort of object blocking players from going outside the playable area, I have some ideas for that. But for the moment I'm focused on getting the gameplay right.

    A bit of an update, in the current version on the Workshop we just did a 5v5 public testing and found a few quite big nodraw surfaces that I'll have to fix, can't believe I missed those. *facepalm* xD

    Thanks.

  • [WIP] DE_Portugal

    • UNREA1
    • March 20, 2016 at 8:05 PM

    Hey, Sorry for the wait! hehe. I've been hardworking on the map after i finally started mapping on a better PC allowing me to continue with this project. Here's finally a playable version of the map.

    I'm reaaally excited about this project and I'm investing a lot of time to it. With this one I decided it was time I started including some custom models and textures so this so far has been a very good experience for me as a mapper.

    I finished blocking out the map, clipped all areas and added some crates around the bombsite areas because we all love them. Most stuff is placeholding other stuff that will come later on.

    I'd apreciate if I could get some feedback on this before I think about a testing session, in case I need to adress something. Thanks and once again sorry for delaying the update so much, there's too many new things to even list but I've made quite a few changes to the layout for the better, and tested privately with some friends. I think it's ready now to receive more feedback, so feel free.

  • [WIP] DE_Portugal

    • UNREA1
    • December 30, 2015 at 2:20 AM
    Quote from jackophant

    Nice to see how this is progressing. Any plans for a mapcore playtest?

    I'm definetely looking forward to a mapcore playtest, but for now my close friends have provided enough good feedback. I'll try to do a 5v5 playtest when I'm sure the map is atleast 50% ready for it, but it's a bit too clean right now. Thanks!

  • [WIP] DE_Portugal

    • UNREA1
    • December 28, 2015 at 2:56 AM

    Update boys!

    Finished most middle connectors, revamped mid, added vent connecting mid and Bs groceries store, and stairs to A and window. Readjusted Terrorists timings by moving spawn a little back and built the station. Church structure is up but I'm still going to add a back access to bombsite A for rotations, which will be the priests dressing room connecting Altar and back A. Bombsites were brought to the center of their respective areas for more interesting gameplay.

    Current layout

    Here are some screenshots

    Up up

    Train station (T Spawn)

    Revamped mid area

    Wine cellar (Long A)

    Church (CT Spawn)

  • [WIP] DE_Portugal

    • UNREA1
    • December 8, 2015 at 5:13 PM
    Quote from blackdog

    Looks already very pretty, congrats!

    Looks like you are aiming at a gameplay were CTs are setting up beyond bombsites and T have to decisively push on one to plant(?).

    This map certainly will give you the option as a CT to either play agressive in a more pushed position or defensive sitting close to the bombsites, possibly even a mix of those 2 strats. This hopefully balances the fact that terrorists also have a lot of space to work with and do not need to fully commit to one site until they get to the main chokepoint areas. I've added the rotation paths through mid to either bombsites in the latest build. Depending on where you defend you'll also have a quicker or slower rotation, so I feel it's a good trade. Those are details that I'll have to figure once I put it to the test tho, so don't take my word. For now I can say the timings for rushing with knife out matches the default maps timings, with terrorists arriving about 2 seconds later in most cases, except for mid where CTs have about 5-8 second advantage. It's still a bit early to say without the final prop placing so everything is still subject to change.

    Finally I'd like to thank everyone who's been posting, people around here are really motivating and inspiring.

    Update soon. :)

  • [WIP] DE_Portugal

    • UNREA1
    • December 6, 2015 at 4:02 PM
    Quote from Quotingmc

    Looks incredible I can already see this making an operation. Good luck!

    ps. A few of the images are not being shown for me. Says they can't be found.

    Ye, I actually deleted some of the screenshots as it was taking a lot of space. :D

    Thanks!

  • [WIP] DE_Portugal

    • UNREA1
    • December 6, 2015 at 6:46 AM

    UPDATE! http://steamcommunity.com/sharedfiles/fi…s/?id=649334980 - Workshop link!

    HeyGuys! I've had a generous break from mapping, now it's time to get back to the real shit.

    This project of mine will be a remake/remastered version of a very popular map in amongst the portuguese CS community. Now, you probably never heard of it or played it, it's never really gotten any popular on other countries servers, but in portuguese servers it's quite common to have it in the maplist. The largest communities around will probably have servers running it 24/7 too and have it full. The map itself has had multiple major changes over its lifetime, as my friend Pingo Tinto constantly added and balanced features in the map making it really unique and distinct from other maps.

    Original CS:S Version and how it began

    Here's the current layout. My main goal here was to try and make the map significantly more closed. The original version is completely wide open, an AWP fest really. I have included 96 unit tall bushes to shorten most angles that felt imbalanced in the middle area. You will no longer spot rotations from the oposite side of the map. This was an effort I did throughout the entire map. I also took the longest sight road connecting the 2 bombsites and middle area and made a wave shape road with a bump in the middle and 2 double doors. I felt this was the main issue with the map and had to cut it into 3 pieces. Then mid started to feel a bit too strong. Gaining control of mid basicly meant GG round won, so my aproach was to make it so that as a Terrorist you need to boost a team mate to get to CT middle area, additionally another route was added connecting mid to A window-store thingy, as a possible entrance to A. and I might add a vent to the B grocery store. The middle church used to have a tower, from where CT could watch the 2 bombsites. I moved it to the A bombsite as an added defensive spot and lulz. With that the map has become a lot more versatile in strategy, allowing for boosts, fakes, rotates while keeping the 2 bombsites further away from each other.

    I ended up changing the layout a lot already, but I'm sure players would still relate.

    ---OLD---

    Quote

    Spoiler dev002

  • De_forlorn WIP

    • UNREA1
    • December 5, 2015 at 5:29 PM

    This is looking so good each screenshot, makes me wanna lick the monitor. C:

  • CS:GO - CS/DE_WarmBlow

    • UNREA1
    • December 3, 2013 at 10:17 PM
    Quote from dux

    I love a warmblow.


    I know right, me too. <3


    I seriously should have renamed it shouldn't I? xD

  • CS:GO - CS/DE_WarmBlow

    • UNREA1
    • December 2, 2013 at 6:06 PM
    Quote from Puddy

    Congrats on the release mate!


    To me, it looks more like a classic hostage rescue themed map (assaulting a mansion/estate/etc). I haven't played it, but it's quite unique visually!


    EDIT: I gotta say that I dislike the name though. What's a WarmBlow? I know it's the name of the place but I generally like when the names are bit more generic, like "Peaks" for example.


    The reason why I picked it was simply because I named the previous version (which was snowy) ColdBlow, and since I made this version with a warmer theme, I just named it WarmBlow. While it might sound weird, I thought it would still work well, and the reason why I generally don't go for generic names is simply to keep my work unique, I don't want to name my map something that's already been used. But thanks for sharing.

  • CS:GO - CS/DE_WarmBlow

    • UNREA1
    • December 2, 2013 at 3:47 PM

    Hey, so I finally released this map. I'd like to thank everyone here for the awesome feedback you gave me and for all your kindness. As I said before I released this map with 2 versions, since I initially designed it with bomb map in mind, but it turned out to have similar characteristics to hostage maps. I'll leave with you both links to the Steam Workshop maps page and some screenshots. Any feedback is still welcome.


    CS_WarmBlow


    DE_WarmBlow


    Feel free to rate, comment, and all the shenanigans.

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • November 29, 2013 at 11:29 PM
    Quote from text_fish

    Excuse me if this has been covered already, but why do the ski-lifts look like ghosts?


    About that, well, I needed to make it so they seem to fade away in distance, as simply making them disapear in the horizon would be really a lot more weird. I've adjusted them so they kinda fade as naturally as it can be done while not being game breaking. It's just a trade-off really to not make them disapear, I'd rather have them slowly fading out, but you have to be still reasonably far away to notice them WHILE playing and since there's also fog, it kinda works together with it.

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • November 27, 2013 at 10:55 PM

    It has been quite some time since I last updated this. Well here it is, I've come back to this project for the 3rd time, and most likely last. I had a very big break from mapping in general but my good friend Will2k got me back on it, with wise advice and great help, and finally got me started with the 3D Skybox. He provided me with the textures as well. He also tweaked the fog to match the map better and I was very happy with the result so with that I was finally able to come up with a decent 3D Skybox and several other improvements to gameplay and visuals, and some optimization as well.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/720870441736871845/122CA81536ECF26920E6D4F8D97685AFCD6B24D3/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/720870441736867927/5C2E0817F6F0C9DDEF87F92A35141B11EE6B7477/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/720870441736862433/5330BABBB42F271AEBB0A2A083CFB4840F713AEF/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/720870441736858882/0772D0E5B57A6D7D1C34CD2730E0ACB832D3328F/]


    Hope you like it, feel free to leave any suggestions, I can't wait to get this out of my hands. >.>

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • July 2, 2013 at 2:00 PM
    Quote from Spherix

    Those skilift thingies look huge in comparison to the house ;o

    I'd say they're average size compared to others I've seen, I've searched plenty of them to try and get a decent scale that would look convincing and functional, I ended up making these ones from brushwork. They're still missing the roller connecting them to the wire tho. I think they'll do, but thanks for letting me know your opinion.


    These are some of the best examples I wanted to recreate, but ended up with something totally diferent as I needed something to let the players stand on, since you can't sit.


    [Blocked Image: http://favim.com/orig/201106/04/cable-car-chair-lift-mountain-ski-lift-skiing-snow-Favim.com-66150.jpg]

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • June 30, 2013 at 1:28 AM

    Another update, getting really close to final!

    Since the last update I've been essencially reworking the inside areas, they all look much better, and I've added a bit more detail to the outside, added a little extra structure to the map, the property sign to welcome the terrorists (SS #2). And I've also added an American flag to the house (SS #1), as I'll use the US Seal Team Six for CT skins. Other small details were added. Other then that I've reworked the optimization, a lot of the props now have fading, and the area portal windows fade at distance too.

    And here's a few more screenshots.

    #1

    [Blocked Image: http://cloud-2.steampowered.com/ugc/920141041168650354/3B9B2962F891E9A381EA9CE042F727211046195D/]

    #2

    [Blocked Image: http://cloud-2.steampowered.com/ugc/920141041168654548/81AA58E1B395D0D417F30859F41E69D1A763FEB6/]

    #3

    [Blocked Image: http://cloud-2.steampowered.com/ugc/920141041168665832/898944C82C5110A2CEFEDD8C796012DE7CAEA0C6/]

    #4

    [Blocked Image: http://cloud-2.steampowered.com/ugc/920141041168658506/6F0A6D3502A52F4E0D8210335EB7951AE45D157C/]

    #5

    [Blocked Image: http://cloud-2.steampowered.com/ugc/920141041168661580/671332F75FBE93A7A1B591BA63D40D019964E3CB/]

    Got a friend working on the radar and loading screen image as well, relase coming soon!

    Major stuff to do left is the 3DSkybox and play testing.

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • June 13, 2013 at 2:02 PM

    Would like to share some progress with you people.

    So, I've created this little shed, I think it fits very nicely to this area and will provide some much needed cover on the outside area. This will make the path around the house much more viable. Also started adding some minor details here and there specially on the backyard. Still working on it tho.

    [Blocked Image: http://cloud.steampowered.com/ugc/919013782727829074/AD2D2F390E0CB93FEB2CC41E0615B00F963E61E1/]

    Those black marks on the floor were caused by the overlay I added (rock path) but should be easy to sort it out.

    [Blocked Image: http://cloud-2.steampowered.com/ugc/919013782727832658/304ECCC8BAD4995CF239265FEE85E5B7424FCDF5/]

    The shed along with all its details was applied using func_instance, so I was able to rotate it 45º just to make it look more random/natural/something.

    [Blocked Image: http://cloud-2.steampowered.com/ugc/919013782727837172/8893DC6898E6CAE9EFBA96BC4CFF498A603821E1/]

    Backyard now has this little elevation, small rock hill which will hopefully contribute positively for gameplay and visuals.

    Sorry for the big post, wanted to save the work of clicking the links. Any thoughts?

  • De_ruins

    • UNREA1
    • June 10, 2013 at 10:15 PM

    Such a shame you didn't finish it on schedule man, would have been a great entry. That's a great map you have there nonetheless, looking forward to play it soon!

    Really apreciate your work, keep it up!

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • June 10, 2013 at 4:34 PM
    Quote from Puddy

    Just to clarify; by open I don't mean long sightlines. What I mean is that this map's routes seem very interconnected and quick to navigate between, unlike regular bomb defusal maps where they are separated and connected only via very specific choke points.

    Indeed, I witnessed this when I played it in a 24 players server, the very first version was a bit messy. Terrorists spawning outside were doomed. The map really lacked cover and CTs would just bash almost every round but in a very sloppy way no real fixed chocke points. The thing is I intended CTs to wait inside the house for Ts to come in, which never really happened because CTs would just go on the roof areas and garage and snipe down Ts from a privileged position (higher ground). That was when I decided to add a few more cover and the truck on Beta 2. Which kind of helped but I feel more could have been done.

    Thanks again Puddy.

    Quote from FMPONE

    Looking forward to giving it a shot, I would say to do a mapcore PT but I can never manage to make those these days

    Keep us informed

    Thanks for the support man!

    Quote from 2d-chris

    Arh looks cool, my first impressions where of Militia in terms of setting and gameplay, defo reads like a CS map from the screenshots.

    Looking at the screenshots, seems like you could use some defined routes with a more cover from firing positions in the house, a back flank and stuff, but maybe I just can't see them in the screenshots

    Well, I have placed some rocks and a bit more cover, but I should probably give players more hints of where to go, creating sort of an intuitive path like L4D2 does with all it's techniques such as lighting but instead use high props for cover. The only issue here would be creating them without making them look way out of place.

    I've been thinking about making sort of another small building for storage separated from the house, which would provide more cover and I think I might actually do it.

    Quote

    Visually, the time of day is a bit bland really, and it's very brown, the terrain is also a bit blobby which usually doesnt happen in real life unless it's eroded by water, so adding more fences or an elevation drop would make more sense.

    I know, the lighting is a bit too standard, I thought about giving it like an afternoon-ish sunset light ambience, but I think people get saturated of those visuals quickly so I picked up this one just because it's more - default - and Counter-Strike-ish.

    I sometimes find myself in a very unconfortable position where I can't simply randomize stuff... And I seem to have kind of an obcession with simetry which is REALLY annoying and makes me quit most of my big projects. If it were TF2 it might have worked but in a game like this you just can't go all symetrical. But I'll try my best to make it less regular and make it look more natural.

    Quote

    Everything also feels a little compressed and squashed together, I would space things out a little to define each area more, this happens all the time when your area is simply too open.

    Gonna try to separate the surrounding areas to make them look like they serve a purpose, for instance a small garden area, work on sort of a playground since there's 2 kids bedrooms and I'll figure out something else to give the area a bit more character.

    You clearly know these things very well, this is just right what I was looking for when I registered and I hope to be able to improve this map and hopefully take a lesson from it. Thanks chris and everyone else again.

  • De_cache WIP (new version)

    • UNREA1
    • June 10, 2013 at 3:06 PM

    Never really was a big fan of de_cache, specially of that B Bombsite, looks kind of boring and could use a new layout IMO, but dayum, that looks sweet! Keep it up man!

  • [WIP] CS/DE_(tbd)

    • UNREA1
    • June 10, 2013 at 2:14 PM
    Quote from Puddy

    Looks like a good start with a very distinct theme.

    My gut tells me that it won't be much of a Bomb/Defusal map if you haven't designed the map with that game mode in mind from the very start. I recommend balancing it for CS or Demolition since those two game modes allow for more "liberal" layouts (especially demolition maps tend to have very open layouts).

    Yeah I agree with what you mentioned, even tho the original one was actually projected to be Bomb/Defusal from the begining. The house is still pretty big inside, and the two bombsites were separated between 3 floors, basement to 2nd floor with both bombsites being equally viable and away from each other - so, not really a super linear map as it might look. I've also been working on adding new routes outside, and trying to make the tram viable for the team spawning outside.

    Anyway, I apreciate your suggestion, and I'll definetely make a CS version. I might release a Bomb/Defusal version too, but that will be low priority as I believe Hostage/Rescue maps accept these kind of more open layouts better.

    Thanks Puddy!

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