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  3. Andre Valera

Posts by Andre Valera

  • [CS:GO][WIP] de_Noordveld

    • Andre Valera
    • November 29, 2017 at 7:23 AM

    2017 cpl_mill vibes

    Warehouse theme is always a lot of fun to work with, my only complaint would be about the overall lighting and how it might take away from the grungy, forgotten, overgrown environment you set out to create. Randomly thought of DM_Powerhouse and just how much lighting exponentially complicated each area within that map. Night, Dusk, Dawn maps seem harder to pull off since getting those main/fill/accent lights just right is so important

  • Aerospace

    • Andre Valera
    • November 29, 2017 at 6:58 AM

    What was the question you asked yourself when you decided to keep the map in the air vs on the ground? (besides the fact that there are already a few ground based airport maps)

  • Tangerine

    • Andre Valera
    • November 29, 2017 at 6:54 AM

    Solid contender, my only gripe is I wish there was something that really stood out within each bombsite that contrasted enough with the rest of the map

  • [RELEASED] - Studio

    • Andre Valera
    • November 29, 2017 at 6:51 AM

    Studio looks great, very clean and each area is unique

  • de_burg

    • Andre Valera
    • November 29, 2017 at 6:34 AM

    Props for going night time

  • [WIP] de_biome

    • Andre Valera
    • November 29, 2017 at 6:30 AM

    This looks really promising : )

  • CS_Apollo

    • Andre Valera
    • November 29, 2017 at 6:22 AM

    Took a really big risk with making a CS map IMO, I think there's plenty of room to add to Counter Strike's competitive scene and with and excellent art team and a veteran designer Apollo looks to make an epic landing onto the scene

    Low gravity simulation room? but where?

  • Kaizen

    • Andre Valera
    • November 28, 2017 at 8:29 AM

    Sneak peek at the overview for Kaizen

    Workshop link coming soon!

  • Kaizen

    • Andre Valera
    • November 27, 2017 at 2:23 AM

    Hello Mapcore! Thanks for checking out the progress so far

    Excited to announce that Kaizen is being developed by Jakuza and myself

    Besides a couple tile textures and some early proxies (brushes [no pun intended] off shoulders) Jakuza made most of the content so if you think it's terrible please msg him directly (thank you)

    Level Design / Environment Art Lead / Content Art Lead - Jakuza Level Design Lead / Environment Art - Andre

    ^officially generated information

    All jokes aside Kaizen is currently in development and we would love to share some of progress so far. We're diving knees first into the deadline

    Workshop link coming soon!

  • CS:GO EMPIRE

    • Andre Valera
    • October 30, 2017 at 4:46 PM

    Thank you!

  • CS:GO EMPIRE

    • Andre Valera
    • October 30, 2017 at 12:11 AM

    There's no way of moving this to 3D? even merging it with CSGO Empire thread!?

    Trying to consolidate the amount of space my threads are taking up'

    I could also just start an Empire 2018 thread and link to both the 2014 and 2015 threads

  • Avalanche

    • Andre Valera
    • September 14, 2017 at 4:02 AM

    Taking a step back and looking at the map with a fresh set of eyes is definitely a smart decision, healthy pauses could lead into increased (lasting) productivity in the long run

  • [WIP] cs_cult

    • Andre Valera
    • September 13, 2017 at 7:05 AM

    cs_maps don't get enough recognition

    Really looking forward to seeing how this compares to those late night cs_office / cs_militia servers

  • WIP de_valiance

    • Andre Valera
    • September 13, 2017 at 7:00 AM

    Less is More; limiting the amount of different default csgo art asset libraries referenced within this map might help centralize a theme that's unique.

    Since most of the assets in csgo have been overused your next best step is to implement your own custom art work. If you're on a tight budget (this includes time) then narrowing the assets used during development will help drive the central theme.

    P.S. Right now I'm seeing D2/Mirage rugs, Italy windows, default bombsite decals, D2 assets right next to colorized Nuke assets, Plaster Stone Brick combinations I've never seen before, Cobble trims, default l4d2 utility pipes, decals seen in hl2, assets that are alpha colored lime green next to buildings that represent the complete opposite. Create your silhouettes first, then fill in the detail. Less is more and folks are more willing to play the d2_d3remake than they are d2_nuke_inferno_someofthoseHL2assets_aztec_decalsfrom_2004. Get your layout test played and go out of your way to create something original, your greybox is really important and working with a content artist/concept artist/ environment artists will jog your creativity to makes something original : )

  • Avalanche

    • Andre Valera
    • September 13, 2017 at 6:45 AM

    Really excited about seeing this project come together, Roald should be an energy drink because he doesn't stop commenting/working

  • [WIP] De_Glace

    • Andre Valera
    • September 13, 2017 at 6:42 AM

    You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process

  • Tangerine

    • Andre Valera
    • September 13, 2017 at 6:40 AM

    @Harry Poster I honestly feel bad for your hard drive after occupying all that footage of you looking through a window

    There is a comfortable theme in this map, and some of us would really love to see some of those walls be broken down. Visually stimulate the players and create environments based on previously occurred events that would better help separate the constant flow of red that we see on our screen. I understand D2 could be used as an excuse but we've been playing D2 since our internet was available

  • Sunrise

    • Andre Valera
    • September 13, 2017 at 6:35 AM

    This looks great, you created a context that we won't look past.

    As a fellow mapper who happens to be working on a map set in Tokyo I really appreciate the visual context these images present : )

  • [Released] Fiorina

    • Andre Valera
    • September 13, 2017 at 6:25 AM

    It should be fixed now : P

    Otherwise open up a new map and don't use phong textures!

  • WIP in WIP, post your level screenshots!

    • Andre Valera
    • September 13, 2017 at 6:23 AM

    @GrillusRetardus

    Don't be afraid to open up the map! There must be a way to break down some of those walls into unique silhouettes while maintaining the original layout.

    Who said you couldn't adjust the original layout in favor of your theme : )

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