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  3. jd40

Posts by jd40

  • [WIP] de_biome

    • jd40
    • November 27, 2017 at 6:27 PM
    Quote from Serialmapper

    4 hours ago, Serialmapper said: I like the cliffs. Are they displacements or models?

    Most of it is displacements mixed with a few props.

    [Blocked Image: https://i.imgur.com/n29JcYH.png]

  • [WIP] de_biome

    • jd40
    • November 27, 2017 at 11:33 AM

    Thanks for the kind words guys! Hope not to disappoint anyone, those are just cherrypicked screenshots.

  • [WIP] de_biome

    • jd40
    • November 26, 2017 at 10:27 AM
    Quote from RAD

    5 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

  • [WIP] de_biome

    • jd40
    • November 26, 2017 at 9:38 AM
    Quote from braindeer

    5 hours ago, braindeer said: Absolutely incredible, really feeling the lair-like vibe.

    Thanks!

    Quote from RAD

    34 minutes ago, RAD said: It was reskinned.

    Tutorial.

    Yep, my method goes like this:

    Wallworm import model -> change vmt location to my own -> compile

    Quote from fewseb

    7 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.

  • [WIP] de_biome

    • jd40
    • November 26, 2017 at 12:07 AM

    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.

    [Blocked Image: https://i.imgur.com/xWMkTGm.jpg]

    [Blocked Image: https://i.imgur.com/xi7NnS7.jpg]

    [Blocked Image: https://i.imgur.com/FbCk7lM.jpg]

    [Blocked Image: https://i.imgur.com/N1P8xKT.jpg]

    [Blocked Image: https://i.imgur.com/OjQBNlC.jpg]

    [Blocked Image: https://i.imgur.com/rI5wTpx.jpg]

    [Blocked Image: https://i.imgur.com/V5bNCLs.jpg]

    [Blocked Image: https://i.imgur.com/8cAxGUi.jpg]

    [Blocked Image: https://i.imgur.com/z3XjlJj.jpg]

    [Blocked Image: https://i.imgur.com/47ojSb5.jpg]

  • WIP in WIP, post your level screenshots!

    • jd40
    • September 29, 2017 at 10:33 AM
    Quote from Sjonsson

    57 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.

  • WIP in WIP, post your level screenshots!

    • jd40
    • September 29, 2017 at 12:09 AM
    Quote from NikiOo

    55 minutes ago, NikiOo said: Are those rocks all displacements or do you have custom models?

    It's displacements mixed with stock csgo rocks.

  • WIP in WIP, post your level screenshots!

    • jd40
    • September 28, 2017 at 1:53 PM

    Some stuff from my contest map

    [Blocked Image: https://i.imgur.com/fcypQKs.jpg]

    [Blocked Image: https://i.imgur.com/t3WhAQc.jpg]

  • [WIP] de_biome

    • jd40
    • September 4, 2017 at 5:37 PM

    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.

    [Blocked Image: https://i.imgur.com/IWFF9SD.png]

    I also started detailing the exterior. I'll be going for this style:

    Spoiler [Blocked Image: https://i.imgur.com/GHWPZkX.jpg]

    [Blocked Image: https://i.imgur.com/MP4NysY.jpg]

    [Blocked Image: https://i.imgur.com/iKv0Iq6.jpg]

    [Blocked Image: https://i.imgur.com/4NZlwXX.jpg]

    [Blocked Image: https://i.imgur.com/SZxMiat.png]

    [Blocked Image: https://i.imgur.com/yESgl3M.png]

    Oh and another layout thing, I opened up this AWP spot on A again so CT can hold A long a bit easier.

    [Blocked Image: https://i.imgur.com/4bRQOeH.png]

  • [WIP] de_biome

    • jd40
    • August 20, 2017 at 2:33 PM

    Update:

    I made some changes around B (right site) and mid entry into A. Dotted line means dropdown.

    [Blocked Image: http://i.imgur.com/Nu1MM0x.png]

    Also here's some early art screenshots

    [Blocked Image: http://i.imgur.com/ZxCvByz.jpg]

    [Blocked Image: http://i.imgur.com/rUZqaQ0.jpg]

    [Blocked Image: http://i.imgur.com/qiRP9fC.jpg]

  • [WIP] de_biome

    • jd40
    • July 30, 2017 at 2:55 PM

    Finally starting to detail this map but now one question comes up, do I have too many themes? maybe.

    [Blocked Image: http://i.imgur.com/33SzVJL.jpg]


    I've basically got 3 themes.

    • Dome installations & industrial
    • Jungle
    • Desert

    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?

  • [WIP] de_biome

    • jd40
    • July 17, 2017 at 12:55 PM
    Quote from Gooby

    6 hours ago, Gooby said: is that a model or just brushwork?

    Quote from marble

    5 hours ago, marble said: looks like multiple modular models.

    Yep it's mostly nuke models, the dome is a custom model.

  • [WIP] de_biome

    • jd40
    • July 16, 2017 at 11:04 PM

    Update:

    Skipped mapcore playtest on the last layout instead we'll be testing this one:

    [Blocked Image: http://i.imgur.com/cNcXa7I.png]

    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:

    [Blocked Image: http://i.imgur.com/vkuOx7I.png]

  • [WIP] de_biome

    • jd40
    • July 8, 2017 at 8:26 PM

    Update:

    New layout:

    Once again A site got most of the attention as it seems to be the most problematic one on playtests.

    • Abandoned the idea of having CT spawn on A
    • Bombsite A increased in size with more cover
    • A long and short have been linked with a connector
    • A long T entry into the bombsite is now a dropdown
    • Terrorists now have default control of "A short open area"
    • Removed verticality on "A short open area"
    • Mid timings have been tightened

    [Blocked Image: http://i.imgur.com/J5j7SMa.png]

    [Blocked Image: http://i.imgur.com/3abRQe1.png]

    [Blocked Image: http://i.imgur.com/nJ6dGHG.png]

  • [WIP] de_biome

    • jd40
    • July 4, 2017 at 2:42 PM
    Quote from King Skizzy

    46 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 :)

  • [WIP] de_biome

    • jd40
    • July 4, 2017 at 1:46 AM

    Update:

    New layout:

    [Blocked Image: http://i.imgur.com/LpbU9Ch.png]

    Here's a gif showing the changes:

    [Blocked Image: http://i.imgur.com/wdepGdg.gif]

    To sum it up:

    • CT spawn moved up to A
    • A short and mid are now connected for T rotate options
    • Some entries have been choked
    • Added ceilings where applicable.

    This will have to be playtested soon.

  • [WIP] de_biome

    • jd40
    • June 21, 2017 at 10:54 PM

    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.

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/9405827275…C982621217896D/]

    Workshop release

  • [CS:GO][WIP] de_sanchez

    • jd40
    • April 7, 2017 at 3:16 PM

    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.

  • [CS:GO][WIP] de_sanchez

    • jd40
    • April 2, 2017 at 11:35 AM

    Alright I've decided to release it with old lighting for now.

    Workshop release

  • [CS:GO][WIP] de_sanchez

    • jd40
    • April 1, 2017 at 8:58 PM

    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.

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