No, this is not De_Oasis layout, it's a seperate project.
I need some feedback on it!
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Also, I know I know. I'm terrible at making overview pictures.
No, this is not De_Oasis layout, it's a seperate project.
I need some feedback on it!
[Blocked Image: http://i.imgur.com/a3QW68V.png]
If you can't see it clearly, press the image.
Also, I know I know. I'm terrible at making overview pictures.
Big kudos! Absolutely lovely.We need to make a new thread with free-to-use Hammer models (downloads).
Quote from VinneriHad time to make house look pretty. Yes, red is still too red and clean
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I strongly encourage you to use different textures, I'm not saying they are bad, just saying they could be better! Looks good thus far.
Thank you all for kind and constructive feedback, it helps a lot!
I'll definitely try to stir up some colors, but for now I'm trying to figure out the main details.
Here's a small change I did:
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The floor now has marble texture which I made, I think it gives that "luxury" feeling and definitely looks better than before.
Also, you may have noticed...
Where are the cubemaps..?
Don't worry, the floor is not real time reflective and it should work on all graphical settings.
There are two ways to achieve this effect - Have a texture with cubemaps,
have a texture with water properties.
Huge thanks to Skybex I figured I could use the same effect as on cs_workout, basically the basic geometry you wan't to reflect is replicated upside down and the floor is made transparent. It looks very cool if you do it right, and I believe a lot of maps should use this method in the future.
Here's also what you may have NOT noticed, the white blinds behind windows are there for a reason.
You can see that the window frames are not proportional, as the one closest to the exit is a lot bigger. The reason why, is because the blinds give a white backdrop from long distance, allowing for better visibility. Same with the white paint on the wall to the right. Also, they do not act as func_detail brushes, that means they do not draw certain props behind them, allowing for better performance.
I'll keep updating, just at a little bit slower pace now. I wan't people to be updated with "major" content rather than these small changes, I think the next time I will update this thread it will include layout, Bombsite B and middle area details completed and as well as Bombsite A.
Also, here's a candy for you all.
This, is how De_Oasis looked like before I started remaking it from scratch.
QuoteDisplay MoreKeep in mind that these are old screenshots, and that I was still rusty from CSS mapping.
CT Spawn
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A hall (Yup, the same place with reflective floor on the older version...)
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Bombsite A. Boxes are still the same on the new version. And they work.
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Bombsite B connector
(From here on the pictures are places that I still haven't remade in the proper version, clues clues
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Middle area
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And this is an entrance to Bombsite B from middle. It's definitely going to be larger in the new version, and it's going to have something unique I'll keep secret for now. Yes, the walls will be wallbangable too..)
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I scrapped working on it, but I might release it as a De_Oasis_Old when the proper map comes out.
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If you look closely enough in comparison to my previous screenshots, you will see that some mesh artifacts are now fixed. (White lines, nodraw sticking out, ETC)
The pillar toppings are now Buttercup™ shaped instead of Oreo™ shaped, looks better and is way more optimized. (Less brushes)
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Here's the glorious building. I guess it still lacks some brush-work.
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I've added some Mirage-style elevation on bombsite A as a graphical touch. Made the brushes a little bit smoother too.
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vertigoblue_hdr
One less custom material to pack, I guess thats + one up! ![]()
It's up to you guys, tell me what you think!
Oh, and one more thing... Although I'm pretty capable of making custom VTF textures, like the reflective tarp textures you see in the pic, I'm pretty bad when it comes down to drawing the textures themselves, so I'm pretty much looking for anyone who has capability to make custom models/textures and wants to collab!
Okay, so I'm kind of stuck here.. I've made this building in the middle area, the one that looks like office apartments, but I kinda feel like it doesn't fit. I tried to do United Arab Emirates esque environment where the modern buildings blend in, but I feel like I'm running out of ideas. What do you guys think, should I keep that building or should I replace it? If so, what do you think would fit the most?
On the side note, I've replaced the humvee with a fountain, as it makes more sense. I don't know how a humvee could have gotten up there! ![]()
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Here's one of the reference photos I'm using to make my map.
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Here's a SUPER EARLY PRE-ALPHA 0.001 version screenshot of Bombsite A.
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And yes, I will replace the "sewer" texture with my own better one, but I won't remove it. The lines are on the head level for scaling purposes as stupid as it sounds.
Okay, so here's a really really small change I did, I'm looking for your feedback on which one is better guys!
I have realized that CS:GO Beta had the same problem, apparently fog was too close-up to the player, so I moved it farther back so it could only access skybox details.
Basically, before -
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And after -
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It still has fog, but it's no longer a primary detail. Fog + Hdr - Washed out.
Quote from MvllskOh man, I really love the looks. I just hope the layout is just as nice because this seems like a map I'd seriously love to play on.
Absolutely, gameplay is something I have taken into account.
Like I said, I'm not posting the layout yet, but everyone will be able to playtest it during playtesting events.
I have noticed a very sad thing about custom maps, usually after operations (if they get into them) they get easily forgotten.
De_Gwalior, for example, is an amazing map by FMPONE, but it's simply not something that was accepted by leagues.
And the same goes for De_Crown, I'm not saying those maps are bad, but I bet De_Season will probably get into the official map pool.
People usually prefer remakes over new maps, and it depends on how well the new maps can achieve the layout.
Basically, Oasis layout is kind of like a frankenstein of all the old map layouts merged.
It's layout is kind of like Mirage and Nuke mixed together and flattened, and of course, made viable for competitive play.
It's kind of pointless to talk since I'm not posting the layout yet, but I will try to take a snapshot of it tomorrow.
The reason I posted these screenshots was because I remade the look and theme of the map three times, and most of the times when I posted it on popular CS:GO communities people thought it looked like a CSS map rather than CS:GO.
My goal right now is to make it look up to "standards", so that's why I'm teasing you all. ![]()
I'm not posting any reference or layout photos yet for several private reasons, sorry guys ![]()
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I've never considered myself a "serious" mapper, so hopefully Oasis will be a setting ground for my identity, and more over, I'm hoping it will take the way we look at maps to a whole new level.
(Yes, layout will be playtested, it's just a matter of time)
Quote from FMPONEReminds me of this:
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For those wondering this is actually a map from Counter Strike Online 2, not a very known game internationally, quite well known in Korean market.
I would love to make a map like that in CS:GO, but I just keep switching between projects, so I need to focus on one at the moment.
De_Nightfever anyone?
It reminds me a LOT of Militia, but if you would compare both, yours looks like a mix between cartoon/realistic textures.I'm not saying I hate it or anything, I just think that the textures/models aren't seamless, and that you should just stick to default textures for a while.Hope you understand me.
Quote from EddieLTUDisplay Moreok did some experimenting with arts, made a grafiti
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and few pics from the redesigned T Spawn
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Holy sh**! When I saw the second screenshot I thought it was a picture from real life! I'm stupid...
Great work so far, the only problem I see so far is how "open" the map is, so maybe you should work a little bit on angles and cover.
QuoteJeigu nori parašyk į PM, aš irgi mapus kuriu tik nelabai apsistojau aplink vieną temą. Aš tau duočiau savo kurybos pavyzdžių (Su hammer dirbu jau 5 metus)
Galėtume pabandyt prastumt šitą mapą į operation
Huge improvements! I like the way you are going with the theme, however, try to stick a little bit "away" from Italy and Inferno themes.
(Sorry for large pictures!)
Everyone loves WIP's. There;
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My suggestion would be to change the maps name.
I don't find long names like Black Gold or Whitmoore particularly interesting mainly due to their length.
Shorter names could work, even de_warsaw would be a better choice. It has to be simple, portray the map well and sound interesting.
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(You're going to need to open the image in new tab for this one.)
So basically what I did was I rounded up the corners, it makes the ambient occlusion look nicer and removes that strong contrast (lets the light in). It also makes the buildings look better close up.
You can also take some reference from Far Cry 4. (Sounds silly, but I'd love to see a CS:GO counter-part from an design stand-point.)