Quote from Serialmapper4 hours ago, Serialmapper said: I like the cliffs. Are they displacements or models?
Most of it is displacements mixed with a few props.
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Quote from Serialmapper4 hours ago, Serialmapper said: I like the cliffs. Are they displacements or models?
Most of it is displacements mixed with a few props.
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Thanks for the kind words guys! Hope not to disappoint anyone, those are just cherrypicked screenshots.
Quote from RAD5 minutes ago, RAD said: Wait you can reskin player model without breaking it?
I got the idea from this tutorial but don't know if it still works or if you can pack them into bsp. https://www.youtube.com/watch?v=WisP78FPs4M
Quote from braindeer5 hours ago, braindeer said: Absolutely incredible, really feeling the lair-like vibe.
Thanks!
Quote from RAD34 minutes ago, RAD said: It was reskinned.
Yep, my method goes like this:
Wallworm import model -> change vmt location to my own -> compile
Quote from fewseb7 hours ago, fewseb said: Woah, is that SWAT van a custom skin or card?, either way I would love to know how you made it or if its available for public use.
I guess I can upload it after I release the map. Also planning to make desert gign playermodels.
Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline.
Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.
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Quote from Sjonsson57 minutes ago, Sjonsson said: I like the aesthetic, gj! I'm not sure if you're into texturing but I find the rock texture a bit noisy and it messes up readability so maybe that's worth a look. Also I think you should add some support beams behind those metal plates so they merge better with the rocks. Right now they look like they're just glued onto the walls. Made a quick shop to explain. Also nice just to bring some planks/woodwork into the material palette!
Thanks for the tip I'll be sure to add that frame.
Some stuff from my contest map
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Update:
I haven't changed much after the last playtest, most people seemed to like the layout. One problem I noticed was that nobody wanted to go B. It might have been because of the tunnel making it easy for CTs to flank. Or maybe because there is only one entry making it hard to enter the site.
So far I added this door, making it harder for CTs to push the pipe, I also moved the spawns slightly so Ts get to B faster.
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I also started detailing the exterior. I'll be going for this style:
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Oh and another layout thing, I opened up this AWP spot on A again so CT can hold A long a bit easier.
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Update:
I made some changes around B (right site) and mid entry into A. Dotted line means dropdown.
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Also here's some early art screenshots
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Finally starting to detail this map but now one question comes up, do I have too many themes? maybe.
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I've basically got 3 themes.
I think it may work. The map's theme is combining desert and jungle so gotta have those two. But maybe bombsite B being purely modern -dome theme is unnecessary. I could poke some holes in the ceiling and add leaves / dirt on the floor, or even go for full on abandoned bunker look. Any thoughts?
Update:
Skipped mapcore playtest on the last layout instead we'll be testing this one:
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The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts.
Also started with some detailing:
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Update:
New layout:
Once again A site got most of the attention as it seems to be the most problematic one on playtests.
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Quote from King Skizzy46 minutes ago, King Skizzy said: Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.
The one with connector is the new one ![]()
Update:
New layout:
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Here's a gif showing the changes:
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To sum it up:
This will have to be playtested soon.
The map is set in an artificial jungle facility in the middle of a desert. Terrorists want to blow it up because it's run by a shady GMO corporation which is exploiting the locals.
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Thanks fmpone, I learned some new things there
I'll try to apply them in the future.
I'm going to polish this a bit over the next few months before starting another map. Needs some more optimization as well.
Should also mention that if anyone wants to team up and do some models, or already has models that would fit, you're welcome to join. My models guy has been pretty busy lately and basically didn't do anything. We had some models planned for this map but then new inferno hit and it was pretty much covered. Still a few models wouldn't hurt.
Alright I've decided to release it with old lighting for now.
I made it more yellow like some of you suggested, but not too sure about it, I kinda liked the washed out mountain air look.