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  3. Quotingmc

Posts by Quotingmc

  • de_contract

    • Quotingmc
    • April 17, 2016 at 12:10 AM

    Progress has been slow. I realised I needed to extend the scope of the map for it to improve visually so I have decided to try make the map feel more alive by adding a greater number of unreachable areas. With such additions also come several new points to take into consideration such as separating playable areas from inaccessible ones. I hope to improve this over time.

    The only area I have started with this mentality so far is the T route to A site. I am happy with the initial block out and like how the many building heights and layers create a busy and interesting visual above the players head.

    All feedback is taken into consideration so please share any of your thoughts!

    Pictures:

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934895/D26EAA695B2C590A3980DA193B69D5FB39186780/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934782/F7BC912BDCE7E1C28EE14FC21C508EB4EA7BC804/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/278470593322934437/6BB6086D02FACB0C9C49962B8BB0BE56CF6EA423/]

    Video Before/After:


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • ITT: Post maps/scenes that never saw the light of the day.

    • Quotingmc
    • April 3, 2016 at 11:46 PM

    An airport map I started a kind of scrapped following the events in Brussels. Full Credit for the large frame pieces to @Yanzl.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/281846944725197513/3AF84DD10AA29004E6BB5DF066303935AC5D6D9F/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/281846944725197400/A5299C80204F2421B01D062A6D56D6ECE6CB7E11/]

    May continue with it, not sure if I should though. Was only a rough idea with some simple props thrown down.

  • de_contract

    • Quotingmc
    • March 30, 2016 at 11:12 PM
    Quote from Shibou

    2 hours ago, Shibou said:

    Quote from Ruthlesswill

    3 hours ago, Ruthlesswill said:

    Thanks guys for checking the map out! I am aware of a lot of issues with the workshop as it is fairly outdated and a lot have been fixed, the version on there right now was really just for my friends to see. Thanks though for checking it out and you kind support, it really motivates me to keep going!

  • de_contract

    • Quotingmc
    • March 28, 2016 at 2:13 PM
    Quote from Shibou

    17 hours ago, Shibou said: You dont have to add dirt to the walls to add some variation - not necessarily.

    Some coloured details, like railings, fences, steam beams or just colour to the walls in adition tothe colour you allready added to the ground (which are realy awesome) will do it. In combination with some lighting you'll achieve a nice a nice clean map with high readability and enough variation!


    Go on like that and please update the workshop regulary. /emoticons/[email protected] 2x" title=";)" width="15">

    I will have a go at adding some colour to the ceilings and such today as well as messing with the lighting. I want to update the workshop but I keep having issues with it. Will also try get fixed. Thanks again.

  • [Very WIP]de_Chelan

    • Quotingmc
    • March 28, 2016 at 2:00 PM
    Quote from Marrón

    10 hours ago, Marrón said: My question for you is, where did you get the green corrugated metal texture?

    With the new nuke, each corrugated metal texture has a few colour variations as well as a high and low version of each. Same with the brick.

  • de_contract

    • Quotingmc
    • March 27, 2016 at 7:45 PM
    Quote from RaVaGe

    52 minutes ago, RaVaGe said: Add some colors dude, that's really bland right now, some brown/grey will do the trick /emoticons/[email protected] 2x" title=":)" width="15">

    Are the highlights of red not enough? I may try add a second highlight colour but I fear it may be overwhelming.

    Quote from Lykrast

    14 minutes ago, Lykrast said: This is starting to look really nice, although as RaVaGe said, it could use some more colors on the walls/floors and such, and maybe a non white lightning.

    For reference, I suggest maybe you to take more looks at Nuke, which has some blue on the walls on the outside among other things (found an album here : http://imgur.com/a/bfN7S).

    I haven't really messed around with the lighting, will look at doing so.

    I have collected over 40 images of nuke as reference (mentioned in an earlier post). I may try incorporate some of the style choices of nuke such as the bands of colour into my map.

    Edit: Album - http://imgur.com/a/hEwkY

    Quote from Wrakke

    14 minutes ago, Wrakke said: But it's already almost completely grey already! In my opinion it just looks way too clean. The fact that the lights are white too doesn't help.

    Is it really too clean? Nuke has little to no weathering and looks great. I don't want to turn it into you average dirty warehouse map.

    Thanks guys for the feedback. These are the kind of discussions that will really benefit the map.

  • de_contract

    • Quotingmc
    • March 27, 2016 at 6:34 PM

    New Update:

    Started to texture the mid to B connector and colour code. I also added a window for smokes and to boost to look out of. I have also moved the door across and widened the top area.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571611858/FD9BB792A2EAAC35C864EF8761FCB8E0E673CF88/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571612124/D73C141A6349A30A925454C182920BAC29745531/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231582571612259/1A44FE70B184A28D1121CEE5851BE5876A5CF666/]

  • de_contract

    • Quotingmc
    • March 26, 2016 at 6:15 PM

    More progress, slow moving but changes are being made:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200815178520/090CD50862BC0E6F4584A44798D97FCF38C7F5A7/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200815178702/6EC14C0BCE6965D56F6DBE21D1746E3AF952E0FB/]

  • de_contract

    • Quotingmc
    • March 26, 2016 at 2:13 PM

    New Overview:

  • de_contract

    • Quotingmc
    • March 25, 2016 at 10:29 PM

    Bonus Video, Before-After:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • de_contract

    • Quotingmc
    • March 25, 2016 at 10:06 PM

    Slow progress:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608888/D066E9714B44E0E04A539E4C7037E875B379B9E6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608749/6CB3E172FECF32417655744A8BA6C96EC24BAB51/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608388/0AA3386A66F783851406ED1786E0E0B470C52AAC/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608585/DDF3BA81E2A9CE494220431FD902476060D67821/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811609008/73262AFA5432A048274468A6C87B44D28FAA6FF7/]

  • de_oakwood

    • Quotingmc
    • March 25, 2016 at 4:47 PM

    Looks far improved lighting wise, still a bit dark in places but I am sure that will be fixed over time as you add and adjust stuff.

  • de_oakwood

    • Quotingmc
    • March 25, 2016 at 10:32 AM
    Quote from Freaky_Banana

    9 hours ago, Freaky_Banana said:

    How the leaves go up the rock banks looks really weird, try using the pick faces tool in the info_overlay to remove this.

  • de_contract

    • Quotingmc
    • March 24, 2016 at 4:00 PM

    New Update:

    Finally got to work on re-pathing the T entrances to A and added the roof ready for detailing. The map is updated for the workshop but is full off misplaced nodraw, missing clipping and the such.

    I have added some large windows to the A site which work perfectly for setting up smokes as well as bending the side route to the site following feedback.


    Images:

    Spoiler

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…E012FD18F52F39/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…F9EB9F88F6D57B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…E605871F65734B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…F1247E70E97BB9/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…98273A204F6244/]


    Full credit for rocks goes to @Yanzl

  • So I have some spare games...

    • Quotingmc
    • March 23, 2016 at 9:36 PM
    Quote from laminutederire

    26 minutes ago, laminutederire said: Did you got that making a badge with my cards? /emoticons/[email protected] 2x" title=":P" width="15">

    Most likely, I have over 2 pages of coupons, all are just going to expire if anyone wants any, the Assetto Corsa one is just the only one for a well known game.

  • So I have some spare games...

    • Quotingmc
    • March 23, 2016 at 8:20 PM

    Not a game but I have a 50% off Assetto Corsa coupon which is a fairly large saving. If anyone wants it just send me a trade offer: https://steamcommunity.com/tradeoffer/new…&token=zzI6yuVv

  • de_contract

    • Quotingmc
    • March 21, 2016 at 9:27 PM
    Quote from Lykrast

    19 minutes ago, Lykrast said: Note : all this feedback was gathered from the workshop version I got, which included no rocks).

    First of all, this map looks really promising, at least visually. I'm a huge fan of Season's and new Nuke's look, and I really think this one could look as nice.

    Secondly, here is an album of a bunch of minor complains I have : http://imgur.com/a/XgjDO

    As well as that, I'll add that it would be nice to have a radar overview in game (even if it's not perfect, just a basic one), as well as arrows pointing towards bombsites, they help navigation drastically and aren't that hard to add.


    As for what I've concluded after a match with bots (for all it's worth) : the map plays nicely, I feel like cover at the bombsites is good, I didn't have any major problem when navigating through the map as CT, but I will say that as T the paths to mid aren't that obvious.

    A minor final complain would be that you could color code different areas to make them more recognisable, it's already kinda done with A having a red pattern, but the rest was just white.

    Overall, very promising, I'll look forward to this map.

    Display More

    Thanks for the feedback.

    I have started to colour code the areas, that is my bad for not updating the workshop. I have also began to change some of the T paths especially to A so will add arrows and think about guiding the player better.

    With the radar and nav, just another thing lazy old me needs to get round to. I will do both with the next stable, workshop release, so neither become void if I change a lot.

    I agree I need to do a full clipping pass and smooth movement, will try for next update as well. The forklift is random, I agree. Will look to replace.

    For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.

    Thanks again for the feedback, I really do appreciate it and always consider it when I am creating the map /emoticons/[email protected] 2x" title=":D" width="15">

  • de_contract

    • Quotingmc
    • March 21, 2016 at 5:10 PM
    Quote from clankill3r

    9 hours ago, clankill3r said: Maybe you planned to expand this, but how it looks now it looks like a raincatcher /emoticons/[email protected] 2x" title=":)" width="15">


    Must have rotated them by mistake at some point, will remember to fix /emoticons/[email protected] 2x" title=":P" width="15">

  • [WIP] DE_Portugal

    • Quotingmc
    • March 20, 2016 at 9:28 PM

    Haven't had a chance to look in-game yet but this looks a bit odd. Excuse my terrible snipping tool drawings.

    Bollards normally stop vehicles driving/parking on path ways. By the time a car would reach there, it would already be practically in the park.

    I think something like this would make more sense:

    Nice start though overall, can't wait to see more!

  • de_contract

    • Quotingmc
    • March 20, 2016 at 4:27 PM
    Quote from 1488

    Just now, 1488 said: thinks he's referring to the fact that you're referencingp pictures of Nuke instead of choosing an original theme, just my interpretation though

    Oh, I am just using de_nuke's for as a rough guide and looking at it's techniques for making plain surfaces and areas appear detailed yet still new and uncluttered. I am not planning to copy anything 1:1, more just use it for inspiration and little tips.

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