de_stormfront
_frostbite
_fever
_icey
_iceworld
I'm kidding, although the first 3 were serious ![]()
Good stuff jakuza
de_stormfront
_frostbite
_fever
_icey
_iceworld
I'm kidding, although the first 3 were serious ![]()
Good stuff jakuza
Go with the night theme, it seems you lit up the environment enough for people to see each other, and I'm sure after a few playtests you can add some extra lights if you need to. If I was to describe a map based on resources used from Italy and Cobble, it would hard to pin it down, at this time your map would be the first night map crafted around those resources that stands out. Well done, by the way.
So... Much... Content... Keep it up man, glad to see you take on a challenge and work on 3 different entries.
This looks so epic, you sure you're not working for Crytek?
Still loving this map, glad to see the entry into the contest!
Loving the theme, reminds me a bit of Cache
Loving the custom content, keep up the good work
Looks really clean, looking forward to playtesting this 5v5
Excited to see this, looking good so far
Geometry
trying to keep the amount of func_details to a minimum but for now this version is full of them, hoping this will change once some custom models are in place. If who I think is not too busy Kaizen will have an excellent artist create some very original visuals!
[Blocked Image: http://i.imgur.com/1PaPaD0.jpg]
Getting in the rhythm of things, feeling good about the recent progress of Kaizen
Next preview will include a few changes that take parts of the map out of the repetitive city theme into a rural setting!
https://soundcloud.com/andrevalera/andres-mix-session-may
here's a mix to enjoy in the meantime, maybe it will help you focus on mapping ![]()
I appreciate all the positive feedback, and after making some serious decisions, a new theme is going into place. This is a big change, almost a 360 from the original idea. The layout seems to work, but the Japanese theme is just not the right theme. Maybe revisiting this idea with a few other talented modelers/texture artists is a possibility (if interested just send me a text) but for now a more raw theme will be constructed, something closer to home (Albany, NY). Thanks again for keeping in touch and giving helpful feedback, so far this is most I've interacted with a community about my work and its had a large influence.
Recently moved from one apartment to a house, attempting to enjoy not having the internet connection up until this point. Finally getting back into Kaizen and it's visuals, specifically the windows and walls. If everything goes as planned then expect another update early may, until then it's time to learn modelling through 3dsmax!
The link has been removed!
Time to work on textures and models, let me know if you have further feedback!
@Justin, thanks for the info. I've made a few subtle custom textures with that technique and it's working so far.
In the latest news, there will be a 5v5 comp test directly after the mapcore play test, if you are available do message me via steam or mapcore.
[Blocked Image: http://i.imgur.com/KEbmCNrl.jpg]
T's have some extra room to maneuver around before entering B site. There's now a building archway allowing T's to avoid flashes while setting up for counter smokes.
[Blocked Image: http://i.imgur.com/3vjmeZal.jpg]
The amount of angles T's must check before entering has reduced by half, moving the slanted building on the left side of the photo towards the bridge allows T's to move underneath the bridge without having to worry about CT's camping on the railing near the CT side of the bridge.
[Blocked Image: http://i.imgur.com/wxwoW5Gl.jpg]
The stairset has been moved to the opposite side of the bridge, this was to balance removing the back hallway at B. The pillar that the blue light shines upon is now the only border between cover for CT's and an open road.
[Blocked Image: http://i.imgur.com/ZKqnWMYl.jpg]
B continues to be the site with only one direct pathway, if T's decide to rotate, they can travel back through spawn or try their luck at Mid through a connector.
[Blocked Image: http://i.imgur.com/C9b3AlUl.jpg]
If anyone has any further feedback or ideas they would like to contribute please do let me know, after this Thursdays 5v5 competitive test I think the project will be heading towards an art pass.
***Also, if you are interested in participating in the 5v5 competitive match this upcoming Thursday the 19th do send me a PM or a msg on steam. It will most likely be happening directly after the usual Thursday 2 map play test.***
Before anyone decides to add anything that isn't already on the list, in the next version the focus will be to remove the sprites that conflict heavily with the gameplay.
Areas that are still darker than most of the maps natural moon light will be brighter.
Visuals will be focused on after the play test on the 26th. If anyone has any excellent resources for creating textures so I don't have to borrow 3Dnj's anymore that would be really appreciated. I know there's plenty of tutorials online but it's kind of difficult to find a tutorial on making a very budget friendly tutorial. I'm also not the most experienced person when it comes to making custom content, but if you have a few words, or some links you'd like to share please do.
Thanks to everyone so far for being a part of the project, looking forward to a strong finish.
Looking to try and square away the layout for de_kaizen on the 26th! Thanks in advance
Kaenze! Look up Insurgency maps for some inspiration. I think the dust theme could work if you bring in some fresh content. New models and textures could give it the Mirage type affect where it's bordering between brand new and relatively familiar.