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  3. Ridders

Posts by Ridders

  • de_asylum

    • Ridders
    • December 4, 2017 at 2:26 PM

    The overall aesthetic is really good. It feels like old Victorian architecture.

    However, I do feel you've missed a trick, your overall brush work is really pleasing, but theres a lot of opportunity to add detail to the plain, flat and boring walls that are everywhere. some variation in texture and maybe some adornments like drain pipes and the like.

    Overall really nice! Good luck.

  • WIP in WIP, post your level screenshots!

    • Ridders
    • June 6, 2017 at 1:30 AM

    Working on British style terraced housing, might end up as a contest entry? Who knows!

    [Blocked Image: http://i.imgur.com/rMCYiT5.jpg]

  • [RELEASED] de_stirner

    • Ridders
    • May 30, 2017 at 7:11 PM

    Looks like the rotate from A to B is really short, and the right route to A seems really open.

  • WIP in WIP, post your level screenshots!

    • Ridders
    • April 13, 2017 at 10:39 PM

    Middle area I made after getting some inspiration from a few images. Just been playing around with detailing to get a feel of the map, still a long way to go!

    Some more Screenshots:

    Spoiler [Blocked Image: http://i.imgur.com/GPEGrFo.jpg][Blocked Image: http://i.imgur.com/MKyLqr0.jpg][Blocked Image: http://i.imgur.com/tjZBMRc.jpg]

    Reference Image:

    Spoiler [Blocked Image: http://i.imgur.com/ZCb9REd.jpg]

  • CSGO Assets?

    • Ridders
    • April 12, 2017 at 1:54 PM

    Thanks a lot!

  • CSGO Assets?

    • Ridders
    • March 28, 2017 at 5:13 PM

    I can't seem to find any of the new assets from de_canals within the hammer model/texture browser?

    Is there any way to make these available for use?


    Thanks!

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 21, 2015 at 3:16 PM

    Just added WORKSHOP LINK to main post.
    If you wish to help with a play-test please comment on the workshop page!

    Also recorded small video of some mid smokes HERE.

  • de_neutron

    • Ridders
    • July 21, 2015 at 11:57 AM

    Really like the art style!

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 20, 2015 at 11:03 PM

    Re-designed the towers at CT spawn to fit with changing style of map

    [Blocked Image: http://puu.sh/j6ybK/fa89b9d2c1.jpg]


    Bombsite A is going to be in ruins


    [Blocked Image: http://puu.sh/j6ygb/45b00b2ea0.jpg]

    [Blocked Image: http://puu.sh/j6yqw/4d515a15c0.jpg]

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 20, 2015 at 7:33 PM

    More art-passes on Long A

    [Blocked Image: http://puu.sh/j6jp0/80229427a5.jpg]

    [Blocked Image: http://puu.sh/j6jqi/f5a598c6f4.jpg][Blocked Image: http://puu.sh/j6jnV/c9d378e746.jpg]

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 20, 2015 at 6:29 PM
    Quote from jackophant

    I'm talking about func_details, area_portals, hint/skip.

    Not much I have func_detail 'd yet. Although I do know how to use it.

    I'm still relatively new to Hammer, (I have been messing around with it for a fair few years but never fully finished anything) and I am yet to learn to use area_portals and the hint brushes. I think I watched a video on them in an attempt to educate myself a year or so ago but I need to learn their uses fully.

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 20, 2015 at 5:14 PM
    Quote from jackophant

    You really don't need the big red font. The work looks nice, but unless you're playtesting it, you're just creating more work for you to come back to.

    What are you doing about optimisation?


    Currently just using optimising the brushes with nodraw as I go along. I can't seem to change the font once the post is made, I tried to lower the size but it wouldn't let me! I should really be changing the draw distances for the props I'm placing but I don't work sensibly.

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 20, 2015 at 4:47 PM

    This morning I have made[/b] suggested changes to the mid area after a small play test (adding other routes for CT to get to upper mid), and roughly art-passed CT spawn to give a feel for the style of the map. Pictures below:[/b]

    Quote

    [Blocked Image: http://puu.sh/j68wj/6110a79770.jpg][Blocked Image: http://puu.sh/j68uy/5dbb166486.jpg][/b]

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 19, 2015 at 10:27 PM

    Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!


  • [WIP] de_Ski (UPDATE)

    • Ridders
    • July 19, 2015 at 10:21 PM

    Those barriers are looking better than before but I still think replacing them with suitable props would look much better.

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 18, 2015 at 2:58 PM

    This morning I have made[/b] started working on A site and CT side mid, pictures below :[/b]

    Quote

    [Blocked Image: http://puu.sh/j3HVV/9c33d0f0ce.jpg][Blocked Image: http://puu.sh/j3HWi/d47a922c9e.jpg][Blocked Image: http://puu.sh/j3I08/4080d8d039.jpg][Blocked Image: http://puu.sh/j3I0A/9942361ded.jpg]

  • [WIP] de_Ski (UPDATE)

    • Ridders
    • July 18, 2015 at 2:52 PM
    Quote from Panda

    Thanks for the feedback. I used that list (I chose cs_baggage_skybox_ ) and used the exact numbers. I will make it brighter anyways to see what it looks like.

    What do you mean by "needs to be refined". I'm not really sure how to make props at the moment.....I'll look into it because it will cause some problems as there are so many brushes.

    I have a feeling that the Baggage skybox numbers are slightly off because baggage is interior. Try using sky_cs15_daylight01_hdr for a while. Well I would suggest looking for some props that would work for a similar purpose. Some of the railings might fit there. Otherwise maybe make the brush slightly more refined in terms of making it less square block-ish and add more depth to it.


    Here's a quick example of what I mean:

    [Blocked Image: http://puu.sh/j3Id9/6c0e02ef52.jpg]


    You can see the difference in how it looks just by adding another angle or depth to it.

  • [WIP] de_Ski (UPDATE)

    • Ridders
    • July 18, 2015 at 11:51 AM

    The lighting seems really dark and dull, I don't know if you want to brighten your light_env slightly as it will help to liven up the colors.


    Some of your brushes need refining or replacing with props, the barrier on the top here and some of the roofing and the windows needs to be refined as you go along.

    [Blocked Image: http://puu.sh/j3BEM/e9316eccc6.jpg]


    If you're not already aware, THIS is really useful for skybox settings! :)

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 18, 2015 at 9:52 AM
    Quote from Panda

    If you want I could help with he layout design. It may take like a day though.

    If you have any ideas feel free to merge them with that original layout image, I have some ideas of my own for some of the areas but as always fresh ideas can help!

  • [WIP] de_aegis - Added Workshop

    • Ridders
    • July 18, 2015 at 9:44 AM
    Quote from st0lve

    As of now, why would I go to A with only 2 paths, when I can go to B with 4 paths? And does the long way to B give me any sort of advantage considering that it's a longer path?

    I think your layout needs a lot of work for this to be a well balanced map, and it also seems like there are some pretty long and open lines that probably aren't that good for performance or gameplay.

    I appreciate what you've said and I'm going to take it into account. I realize now that my layout looks pretty simple and boring to onlookers, however my intentions with it are simply to give me a basic route to that bombsite, and as i go over areas they will become less 'corridor-like' and more interesting! Hopefully you'll see this change over the next few days.

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