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  3. Vinneri

Posts by Vinneri

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 9, 2015 at 4:58 PM
    Quote from Vaya

    So you are criticizing the textures or brushwork? (or both ) With textures I'm going to focus a bit later, but now I'm focusing on brushwork.


    neither really. If you are trying to match your references though you can't just take one area into consideration. I think your textures match the references quite closely but the lighting doesn't match...


    I think that's why it looks 'off' at the moment. Does that make sense?


    It makes a bit. I want to keep mid sunny day, but make it so, that light don't oversaturate red. Also red texture needs a bit more dirt on it and color correction should do the rest. Grass and dirt are too bright atm, so changing them will make overall better.


    More likely that going back to dev, I'm going to take a little break from posting and show more when everything is fixed. Those textures are placekeepers, so I can see how it will work when I decide to fix textures, with devs, I can't do it.

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 9, 2015 at 4:32 PM
    Quote from tomm

    you could also make use of the 4blend textures to break the red color up, since the majority of the map is red.


    edit: it also appears that you already use color correction, is that true? maybe that's why the red color is so dark/strong.

    great idea!


    Not using color correction yet. I'm doing brushwork atm.


    I feel now, that you guys are pushing me to focus on textures more at this stage of development. Damn you

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 9, 2015 at 4:24 PM
    Quote from Vaya

    those references look less colour saturated.


    A new skybox/ light env might help? finland looks quite overcast.

    So you are criticizing the textures or brushwork? (or both ) With textures I'm going to focus a bit later, but now I'm focusing on brushwork.

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 9, 2015 at 4:09 PM

    Come to Finland, so I can show you what's it like in here. I've born in farm and countryside, so I have pretty good idea what I'm doing. Got to say that american farms are totally different compared to Finland. I want to make modern farm with new architecture. Here some reference:


    [Blocked Image: http://puu.sh/fGLjT/52349b62a4.jpg][Blocked Image: http://puu.sh/fGLmJ/e20a3bea85.jpg][Blocked Image: http://puu.sh/fGLIz/a6891c870f.jpg][Blocked Image: http://puu.sh/fGMqx/6b04b22af4.jpg][Blocked Image: http://puu.sh/fGMAd/fb73d86c56.jpg][Blocked Image: http://puu.sh/fGMDx/e5759af062.jpg]

    This is modern Finland

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 9, 2015 at 3:36 PM

    I agree with you, that is just too strong color. Atm I use it just to get the idea how it will approx look.


    Next building:


    [Blocked Image: http://puu.sh/fGINj/79b0012dc5.jpg]

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 8, 2015 at 10:12 PM

    Had time to make house look pretty. Yes, red is still too red and clean


    [Blocked Image: http://puu.sh/fERdt/0726967fc0.jpg]

  • [CS:GO] Quarry

    • Vinneri
    • February 6, 2015 at 6:29 PM

    Your lighting feels really dark. Maybe you could fresh it out by other colour variation. Also You have many clean straight walls, it gives map a blocky feeling. You should look reference pics from internet and try to map buildings using them. I know you can do better

  • Counter-Strike: Global Offensive

    • Vinneri
    • February 6, 2015 at 5:22 PM

    Wanted to try few things on Cbble A fixes http://www.reddit.com/r/GlobalOffens…e_improvements/


    What do you think?

  • What I'm Working On

    • Vinneri
    • February 6, 2015 at 4:07 PM
    Quote from SpartanS240

    The thing is, would this make it less CT sided, or completely T sided. Because when it comes to Cache, it should stay a CT sided map, in my opinion. Although I'm not so sure how this will change it too much, unless it makes this cite able for Ts to walk onto. There are other maps that are already closer to 50/50 and should be adjusted if the community really wants a T sided map. I personally am fine with the maps being CT sided. However, I would like to see a brand new T sided map made.

    What I personally think is that from spectator view maps being 50/50 balanced is the best. When we watch games best thing is that you really don't know which side has advantage. Round are so much more intense when you really cannot favor any side. For example I don't like Nuke, because usually CT's win most of the rounds. It's suprising if T's win a round, but it doesn't make every round intense to watch when you know CT's have advantage all the time. I don't want maps to be either T or CT favored, but if they are, I would suggest T sided, why? Because from spectator view I like to see more retake situations that chokepoint massacres made by CT's.

  • Counter-Strike: Global Offensive

    • Vinneri
    • February 5, 2015 at 10:45 AM

    I feel Cbble has still too many corners to check. Taking A feels hard, because you need to check so many campcorners. Otherwise update was good beginning.

  • [CS:GO] de_highlands (WIP)

    • Vinneri
    • February 5, 2015 at 10:10 AM

    I've wondered how this is going. I loved the layout!

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 28, 2015 at 6:40 AM
    Quote from El_Exodus

    IMO, there were way too many hayballs on A. I just felt like on de_hayball there. Well, maybe i'm the only one^^

    Any idea what to make there to replace some of them?

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 27, 2015 at 10:02 PM

    Thanks for playtest! If you have time please drop a feedback, thanks! Fast A route needs a bit more adjust. This time it was a bit too T sided Also I'm going to do something for A site wallbanging.

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • January 26, 2015 at 5:18 PM

    Can I have playtest for tomorrow in De_agri


    Thanks!

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 26, 2015 at 4:33 PM

    Hey guys! I'm almost ready for next playtest, but I would like to have you opinion.

    I may add one more wall between A and B, It's that red line.

    What do you think of it? Does it make CT's too hard to rotate to other site, or is it just perfect?


    I just noticed how this map really works..

    Red path goes straight to A

    Blue path goes straight to B

    Gray path flanks from behind

    Green path flanks from front


    IMO that's insanely cool! I don't want to make any more 3-way maps (A, B and mid)


    [Blocked Image: http://puu.sh/f3wKv/7bca5d8914.jpg]

  • WIP De_Fracture (CSGO)

    • Vinneri
    • January 24, 2015 at 10:32 AM

    I've been waiting for this. I remember playtesting this many times. Great work, I see, you are going somewhat modern architecture. Keep up !

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 22, 2015 at 11:20 PM

    At the moment I'm focusing on gameplay, so aesthetic look is just secondary. After gameplay is solid, I'm going to make this as pretty as I can.


    Made some major adjustments on A, Red is new walls. I think this is going to work better now. What do you think? (From pic, hard to say I know)


    [Blocked Image: http://puu.sh/eTct9/45dfbf6c70.jpg]

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 21, 2015 at 11:48 AM
    Quote from Squad

    I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy.

    Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too.


    Other than that, it was pretty fun!

    It was a bug and horrible one...

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 21, 2015 at 10:03 AM
    Quote from Vaya

    Nice ideas! I might use some of those for sure

  • WIP(CS:GO) De_Agri

    • Vinneri
    • January 20, 2015 at 10:18 PM

    Now I finally feel, that I should post this map here. There is still a lot of work with this. Biggest issue was main door to A. It was a massacre for T's and I have to do something to that. Also I'm not really ready with A site's overlay. Thanks for everybody joining the test! I have interesting problems to solve.


    Please give me feedback from the test, thanks!


    Here some pics:

    [Blocked Image: http://puu.sh/eNsyV/d64a002765.jpg] [Blocked Image: http://puu.sh/eNs4d/0df0c2fa64.jpg][Blocked Image: http://puu.sh/eNs7R/df74c9363f.jpg][Blocked Image: http://puu.sh/eNsb7/eb5a49c22d.jpg][Blocked Image: http://puu.sh/eNsev/1e35761ee9.jpg][Blocked Image: http://puu.sh/eNsgH/397087870d.jpg]

    PS. Ladder OP

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