Name has been changed!
de_kogai is the new name.
Kogai meaning suburb on Japanese.
Name has been changed!
de_kogai is the new name.
Kogai meaning suburb on Japanese.
Big update pushed to the workshop. Will fix a playtest version during this weekend that can be tested next week, or when the earliest date is available.
Workshop link:
http://steamcommunity.com/sharedfiles/fi…s/?id=454077497
Changelog
Reworked A-siteReworked some paths(Alt. path to A removed, T to B has changed, B-connector has been moved)Mid has gotten an overhaulNew lighting. Day instead of sunset to make the map brighter.Radar has been reworked(Still a bit sloppy)Added a lot of clips to stairs and to remove some selfboosts(Going to add more clips to buildings soon)Brighted up B-siteAdded arrow signs for easier navigationMoved back CT-spawn to fix some timingsExtended buyzonesReworked A-window and added a boostSkybox is smallerRemoved some metal plates[/list]Album: https://imgur.com/a/gNHHg
Overview: http://i.imgur.com/toKRRaa.png
The future ahead
Going to start working on the art for the map and make fixes from future feedback.
1. Use the Run Map in Expert mode and set the configuration to Fast. https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert
2. Read more about func_detail here: https://developer.valvesoftware.com/wiki/Func_detail I can't really explain it myself ![]()
Personally I rarely use it in the blockout stage of a map, but as much as possible should use func_detail in the end.
3. Use the Face Edit sheet. Either press the button for it in the left toolbar or Shift+A to open it. Press Browse and search for Nodraw and then select it. Then, with the Face Edit Sheet window open, select any faces on the brushes you want to be nodraw and then press Apply. Read more about it here: https://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Dialog
Work is going slow for the next version but it's getting there. Made a lot of changes to Mid, Bombsite A and some paths around the map. Starting to worry about time though, but will hopefully get it through in the end.
Got a lot of feedback on the playtest. A ton of fixes needed, going to work more on the timings and some on the layout before moving on to adding art and textures.
Hopefully fixed the changes required for my playtest soon.
Link to the newest version of EasternCity: https://dl.dropboxusercontent.com/u/64384600/de_…ncity_v01.1.zip
Submitted it for playtesting a while ago. Think I've forgotten to update the navmesh in the current workshop version. A quick fix though. Navmesh updated on the workshop
Overview
[Blocked Image: http://i.imgur.com/oUJHXjQ.png]
Workshop link added in the original post.
Link here for the lazy: http://steamcommunity.com/sharedfiles/fi…s/?id=454077497
Here's an album: https://imgur.com/a/B5PC1
Brush work is a bit shoddy atm. Haven't really focused on it since I've been mostly playing around with it. Quality of the surrounding art is also varied due to the announcement and I wanted to get a playable version out earlier.
de_kogai is a map set in the suburbs in Japan.
Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=454077497
Album: https://imgur.com/a/gNHHg
Overview[/b]: http://i.imgur.com/toKRRaa.png
Quote from SpronyvanJohnsonI have to agree. I'm watching this at work and I literally can't see shit.
Well, I wanted to fix it, but since I got a work sample that has a lot higher priority I didn't not have any time to fix it sadly. A bit bummed to work quite hard on a map for 1,5 months and not to be able to finish it properly.
Still quite happy with it in the end, a bit dark so I recommend to make the game super bright when playing the level ![]()
Final download link: https://dl.dropboxusercontent.com/u/64384600/q3dmcaldera.pk3
Name: Joacim Rappu
Nick: Grillet
Map Name: Caldera
Download Link: https://dl.dropboxusercontent.com/u/64384600/q3dmcaldera.pk3
Updated the version of Caldera. Link on previous page.
Possible final build. Just got a work sample that has higher priority than the map so I won't be able to work on the map anymore. I'm also waiting to hear from another company about a position and if I get that position I will probably be able to work on the map until deadline.
A bit sad that I might not be able to finish the map properly, but I'm still pretty happy about the result.
Here's a link to the latest version: https://dl.dropboxusercontent.com/u/64384600/q3dmcaldera.pk3
Arches are fixed and will be in the next update. Noticed it myself yesterday.
I will also fix the arch for next update.
Progress is slow. One week left and it feels like I have to much left to do. I will probably have to work in the weekend when Super Smash is released. Going to be hard time to choose what to do ![]()
Though, I think I will make it in time. Not that many things to make pretty at the moment. It will probably be to make good lighting that will take the longest time.
Playable update will come later this week, have some pictures in the mean time.
Here's a link to the latest version of Caldera: https://dl.dropboxusercontent.com/u/64384600/q3dmcaldera.pk3
Redid some on the layout in one of the corridors. Will start working to finalize map.
Played to much Far Cry 4 last week instead of working on the map, so I'm behind schedule right now.
Here's a link to the latest version: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3
Quote from fKd*feedback*
PK3 stuff:
I was messing around to try to get it to work and this is how it looked when I got it to work. Will create a proper one for later versions. Will also check the structure on other maps.
Visuals:
Will look more into it. Still have a lot of work with the visuals left. Hopefully I will make it in time.
Gameplay:
Will try to mix it up/add cover when working on the visuals to nerf the railgun.
Bots can't reach the quad. Don't really know how to fix it without adding a jump pad though, will see if I can find something to make it work.
I didn't do anything to make the bots jump over to the railgun. It's just working.
Could work with a red armor there. I can make a version with the red armor and see how it plays out.
Thanks for the feedback!
Quote from Z(Rus)how much time you spent on compiling this maps?
Full final with Q3Map2Toolz takes approximately ~5 minutes.
.aas file takes approximately ~1 minute.
Map is not optimized in any way and I probably won't have time to do it either.
Edit: Managed to fix the .pk3 file I think.
Link: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3