I really love the graphics!
I took some screenshots in 4k ant Max Aliasing settings for anyone interested
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I really love the graphics!
I took some screenshots in 4k ant Max Aliasing settings for anyone interested
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This looks amazing!!
That's how warehouse themes should be utilized.
Great work!
Quote from Wrakke7 minutes ago, Wrakke said: [Blocked Image: http://i.imgur.com/VGQ0j1E.png]
wat
Sometimes, putting up a picture for a comparison helps put things in perspective, so there you go;
BeFoRe
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After
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Here's the overview of Bombsite A, though very WIP of course! ![]()
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Aaaand Bombsite B, also, fun stuff, that car is actually a func_vehicle from de_jeepathon2k. I usually full compile my map for 6 hours, so when I playtest it to make sure everything is going well I also like to have some fun, such as driving randomly made vehicles around a map. It'd be fun to make a version of Dust2 where you can ride in the streets, which I'll probably do. Don't worry though, the map will not have the car, it's there for me to toy around!
I may include it in the playtest if and when I do it, and if people want it to be there.
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Some more progress pictures
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Also, some people complained about the ugly letters on the building, so I've improved it
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Some more progress pics
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(Still gotta fix a lot of lighting issues in this one)
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Quote from Motanum3 hours ago, Motanum said: I know, I found out just before I went of to GDC. Gonna be tough, but I am gonna keep working.
Honestly competition and the quality standards that are being put out right now is what motivates me to work harder, its good that you're not giving up. I visual styles of both maps, and I will definitely play them both.
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Just a little scene I've mashed up to practice my map developing skills. I've took some design notes from modern architecture, the contrast was supposed to be between clean and sharp blocky aesthetics and round, lush and green nature. The skybox turned out to look more realistic than I expected in contrast to the scene. Some things are a bit broken, such as the reflection intensity or foliage lighting glitches. I am still working on all my other maps just as I've been before, this is more of a practice for me but if people would be interested I could definitely turn it into a hostage scenario map. Background was also supposed to be aqua/bright blue color but it simply didn't work out, as it made the trees and certain colors look more noisy.
Don't know if you checked, but...
It's alright. I've stopped working on it anyway.
Good luck on your project! Just wanted to make sure you know there's another thread with the same name
Quote from StollatIm working on a map where I am having a concrete stair next to a building and I want the stair to be covered by a roof sticking out from the building. However I cant find the term for this and thus cant find any good reference pictures. It's like an concrete/metal awning.
Something like this but more industrial looking. Preferably east german/soviet looking
Anyone having a clue what I'm talking about?
Sounds a lot like cs_assault to me
Quote from slavikov4look good, but architecture is not russian
I agree, it'd be great if you could PM me some reference pictures so I could make it look more authentic! ![]()
Here's some of the references that I have used
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Cooking up something good. Will let you guys know once that weirdo structure is done in the background.
Quote from QuotingmcStarted some new buildings:
Awesome progress! Looks great.
The pole with the ropes looks a little bit out of place, though.
Quote from slavikov4
The content cannot be displayed because it is no longer available. can this be called "suburban"?
Looks good! The top of the buildings could use some variation on the trims, as well as maybe some satellite dishes on the roof, antennaes? The gaps between buildings should be more visible, not like an actual gap but the length of the buildings, because now it kind of looks like a one big building with just brick variations.
Could add some flowers too! Make it more lively
Anyways, I know its WIP, just some of my thoughts. And yes, definitely, it can be named whatever you want as long as there's not another map with the same as this on the workshop.
You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.
Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.
Quote from QuotingmcHow on earth did you squish all that in?! Looking amazing!
I don't want to turn this thread into a chat room, so I'll post this here so people know in advance.
The bigger structures of the tower are inside 3D skybox, which saves the performance.
Most of the smaller details are props, some of them such as the "spears" I had to turn them into models using Propper as well, so it doesn't hog the performance. They are made from brushwork though.
Most of it is just texture work,
one of my friends was visiting that place a few months ago and sent me a few snaps so I turned them into textures. Some of the parts were very low detail so I had to redraw it completely using Photoshop.
The result is quite satisfying, though. So far I haven't had any issues with performance of the map. I am also using normal maps to make the textures look a bit more "indent", but this was after I took these screenshots. I want to make the map look authentic, but at the same time stray away from being completely too realistic, not only because of my poor capabilities and performance reasons, but also because of all the Terrorism issues going around. The tower is not a complete 1:1 carbon copy, of course.
Anyways, I'll keep you guys updated on this thread as I go. I might also release the .vmf after I publish the map so people could check it out and learn something new from it, so keep an eye out for that.
Still working on the Kremlin Clock Tower. Some before and after shots:
Before
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After
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I haven't watched the movie yet, but anybody who spoils the movie without spoiler alert should be banned from the Internet.
Quote from Skull_tumpetI'm new so I may be missing something here, but why is 2015 a good year for the Source engine? Aside from some animation an audio updates for CSGO, as far as I can tell there really hasn't been anything super significant happening in terms of new Source games or mods?
I should say that I don't think the CSGO levels people make are unimportant or insignificant, but as far as the engine goes, or how Source is perceived outside of modding communities, nothing big has happened.
Source itself is an old engine, dating as far as back to 2003 AFAIK.
It is based on old Quake tools, so it is normal that it will be hard and inefficient to work with it.
New Source 2 engine fixes a lot of issues and is way better, however, until those tools come around CS:GO we wont see many graphical improvements.
Most surf maps are simply CSS ports to CS:GO, and even those have been done in poor fashion.
Those maps could be remade to look better though, by using props and other new techniques that mappers have been using lately.
Some good examples of mapping fidelity peaks are CS:GO operation maps, for example the new de_santorini looks both clean and very impressive for Source engine.
Titanfall could be a good example of Source on steroids, an engine modified to a large extent to the point at which it is not recognizable. Source is good for its flexibility and age-less-ness.
Here's some thrilling progress on de_moscow/de_kremlin/de_tobechanged
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