Download for alpha1:
https://www.dropbox.com/s/g2gpmhtm47w1…lla_a1.bsp?dl=0
I submitted a playtest submission form for 1st of July.
Hope you guys like it!
Download for alpha1:
https://www.dropbox.com/s/g2gpmhtm47w1…lla_a1.bsp?dl=0
I submitted a playtest submission form for 1st of July.
Hope you guys like it!
Thank You ! Very interesting designs. Saved in my references folder ![]()
Quote from laminutederireOut of curiosity, in the indoor area with the piano, can you jump up into the area or do you have to take the stairs?
By the way, do you want extra references if one come across one that is a good match for the one you showed in your first post?
Are you talking about the area with a glass? Yes you can jump there from the bombsite. I would love to see more references like this. I have about 200 mb on my dropbox, only showed few of them ![]()
Quote from SivealuAwesome work! I'm devouring the style!
But I don't know what the blood on the ground and the walls mean?
I was playing with bots before I took the screenshots ![]()
I tried RETURN thing few times. It didn't work. I will try to fix this .
EDIT
I fixed it by deleting all broken links, deleting all returns and then pasting it again. Weird because I did the same thing yesterday.
Why some imgur links converting to images and some not?
Or is it me just getting stupider?
[Blocked Image: http://i.imgur.com/aK9ObxB.png]
Hello!
I would like to present you my new project.
Villa is a bomb defusal map. The goal is to mix few factors that players love. Simple, easy to remember layout, esthetics and night lighting.
This time I'm working with my friend that I've met 6 years ago on polish mapping board. I don't have much to show you for now but I want to have this thread for a feedback from playtest.
I should submit it in few days for playtesting. Hope you guys like it!
References:
Quote[Blocked Image: http://i.imgur.com/vtutbnd.jpg]
[Blocked Image: http://i.imgur.com/SQsBZwr.jpg]
[Blocked Image: http://i.imgur.com/DlB5EPz.jpg][Blocked Image: http://i.imgur.com/DtoJYvy.jpg]
SCREENS:
Overview:
[Blocked Image: http://i.imgur.com/aSqrgPe.jpg]
CT Resp:
[Blocked Image: http://i.imgur.com/2NlbeMd.jpg]
T resp:
[Blocked Image: http://i.imgur.com/6ziI744.jpg]
[Blocked Image: http://i.imgur.com/2vZPsK7.jpg]
Bombsite B:
[Blocked Image: http://i.imgur.com/7BUrptD.jpg]
Route to B:
[Blocked Image: http://i.imgur.com/8BWoMm1.jpg]
Bombsite A:
[Blocked Image: http://i.imgur.com/IHKa8kj.jpg]
[Blocked Image: http://i.imgur.com/tBbwm2s.jpg]
Mid:
[Blocked Image: http://i.imgur.com/rF65NAY.jpg]
Maybe you should use this in some corridor not a corner like this then. It's just my opinion. It would look great if you could make some warps there and a little bit of yellow .
What about making small warps there? So it's not acting like a mirror. Also is this texture able to reflect player model? People can get confused.
You beast !
Good to see Io Interactive making some old-schol Hitman. I can't wait to see more stuff from them. It's looking great already.
Yay! I saw some ascii penises there too with a "SWAG" on them.
Thank you guys !
This looks very interesting. I will check it today and leave you feedback.
Thank You kind russian guy. I just have physic test tomorrow.
Forgot to !fb this.
I have a lot of issues with mid. Its only my personal opinion so don't take this too much.
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Going mid as T right at the round start is somehow useless. You can go there only to pick awper. You can't gather info because CT are there before you. Also you can just go with a connector (the one with a crate) and do the same but a lot safer. You can smoke mid from there and go to another bombsite or even rush the awper. Make sure that T can smoke mid. Now you have high elevation change + high building so throwing smoke on fly is very difficult.
I
This is looking very nice . Keep it up !
Quote from KlemsDisplay MoreThis map still has some problems:
The model distance fade here is very apparent http://image.noelshack.com/fichiers/2015/…06-04-00001.jpg This isn't the only case, it's very visible in the whole map (especially on trees).
The door prop become slightly translucent from here, could give an unfair advantage to CT http://image.noelshack.com/fichiers/2015/…06-04-00003.jpg
Occluders are vastly misused here http://image.noelshack.com/fichiers/2015/…06-04-00005.jpg Faces textured with occluder will occlude, faces textured with nodraw won't. There is no point into using these faces, they're too small to be really useful, players can't see them and there is additional CPU cost with each occluding faces you add. In this particular occluder, because players can't see these faces it probably doesn't matter, but this isn't the case everywhere. Faces that are directly above or below shouldn't be textured with occluder either, unless you can of course go above/below.
Same here http://image.noelshack.com/fichiers/2015/…06-04-00006.jpg you could extend your occluder far below the ground and put it closer to the wall, for the same cost while more models would be occluded. Remember occluders add additional cost PER FACES only, and are more efficient when they occludes many models, so try to make the most of it. In general, try to make the biggest occluder you can, the closest possible to the wall.
http://image.noelshack.com/fichiers/2015/…06-04-00007.jpg You made a pretty skybox but it's basically completely hidden from inside the map. There isn't much point into making these walls, you could remove the wooden plywood and show the skybox behind it, it would be prettier, less costly, more atmospheric, etc etc.
There isn't any areaportal usage in your map, and I suspect you don't really use hints either. There is still more work to do on optimization. I know this can be a nightmare to optimize such an open map. Don't rely on occluders to optimize your map, they should be avoided as much as possible.
I updated the map today. I listened your advices about occluders. Map is working a lot smoother now. Also big thanks to Mark C. and Vaya for helping me optimising it.
I agree totally! I'm working on it now. Hope to update map tomorrow.
Hi!
After almost 3 months of hard work I can proudly present you de_cargo. I would like to thank you guys for incredible amount of feedback, suggestions and screens with bugs and exploits. I'm very happy that you have been a part of developing process.
Reddit (don't you die on me)
Some comparision for you guys.
QuoteDisplay MoreLayout that I posted here on 8.04.2015
[Blocked Image: http://i.imgur.com/TUJxLK3.jpg]
Current layout: (dont mind flipped icons)
[Blocked Image: http://i.imgur.com/aBOsvJ6.jpg]
Mid:
[Blocked Image: http://i.imgur.com/tIufLsz.jpg]
[Blocked Image: http://i.imgur.com/nLooJ3P.jpg]
It's all based on your suggestion and ideas. I have about 1 gb of wip pictures that I want to use later with one blog post about developing this map and what I have learned.
To be honest I was little bit overwhelmed by the feedback at first. I remember some things like "nice aim_ map" or "Just make it arms race map". They were funny but I knew I have a lot of work with this one. I'm happy with the current state of the map and the amount of work that I have put in it.
QuoteYou ask what keeps me motivated?
This:
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Some screens:
Bombsite A
[Blocked Image: http://i.imgur.com/NY45uat.jpg]
Bombsite A
[Blocked Image: http://i.imgur.com/mZwB8zJ.jpg]
Bombsite B
[Blocked Image: http://i.imgur.com/c6bGdvb.jpg]
T spawn
[Blocked Image: http://i.imgur.com/oKn0Dnh.jpg]
Mid
[Blocked Image: http://i.imgur.com/Lqk4Sw6.jpg]
Mid from T side
[Blocked Image: http://i.imgur.com/Wd6ZkmF.jpg]
Warehouse leading to bombsite B
[Blocked Image: http://i.imgur.com/vgLULDK.jpg]
Warehouse near bombsite B
[Blocked Image: http://i.imgur.com/utaaDlz.jpg]
Sniper spot
[Blocked Image: http://i.imgur.com/Kydxc76.jpg]
I would like to thank everyone who playtested the map and helped in any way.