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Posts by Oliver

  • [CS:GO] de_Iris

    • Oliver
    • June 22, 2018 at 2:41 PM

    Today @BubkeZ and me are celebrating finishing the first art pass for de_iris. That means we have mapped out all our ideas for locations and buildings, and making sense of the environment. We don't want to show off too much yet. Our workflow is rather loose, so ideas are constantly changing.

    Art pass 2 will focus on solidifying ideas and tie together the theme better. For the sake of experimenting and trying out ideas, we have left the polish on some of the models. The map will look more presentable after the next art pass.

    So far I have made 62 unique models for the map, and we have designed almost 15 fictional brand names and businesses for de_iris. The iron is hot!

    Here's a sneak preview from one of the locations in Middle.


    Oops, how did this manage to get here??


    We don't want to spoil the fun yet...! ?

  • [CS:GO] de_Iris

    • Oliver
    • April 22, 2018 at 10:49 PM

    This is an update on what we are up to :)

    An Ice cream shop has just arrived on the map, and will be a nice set piece in Mid.

    A large sign on the outside only adds to the charm ;)

  • [CS:GO] de_Iris

    • Oliver
    • April 11, 2018 at 7:27 PM

    The map will essentially work as a time capsule :D

  • [CS:GO] de_Iris

    • Oliver
    • April 10, 2018 at 11:57 AM

    Hey Mapcore. I'm working with @BubkeZ on a new project. goo.gl/zx6Z1h 

    We are making a new competitive bomb/defusal map, that takes place in a charming small town somewhere in the US of A.

    The map features a lot of traditional american exterior elements and takes inspiration from the 1950s.

    We are still looking for feedback on the layout. Feel free to test it out and leave feedback on it! :)

    ---

    @BubkeZ is responsible for the layout and gameplay, and also is contributing to the design process. I'm responsible for producing all the art, so props, textures and the map composition.

    @BubkeZ's vision with this map is to create a fast-paced competitive bomb/defusal map with an open skybox, which creates interesting gameplay with its verticality.

    When it comes to the visual design, we wanted to capture the feeling of a typical american small town. To keep the theme fresh and interesting, I had the idea to ground the map in the 50s. So the map will have a Diner, an auto service shop, an Ice Cream bar and lots of different types of establishments that you can find in a small town.

    The map is in its early stages still, but we are making a lot of progress by the day. We will update you here when we have something new to show, so stay tuned!

    We are going to post more screens and behind-the-scenes stuff on this thread later this week! :D

  • [RELEASED] Manor

    • Oliver
    • December 1, 2017 at 5:03 AM

    This map is looking sick, good job!

  • Brewery

    • Oliver
    • December 1, 2017 at 4:59 AM

    Thank you guys! "Official" release will be once the map is fully done ;) But I'd like to work on the map more "openly" and push updates in a semi-regular fashion.

  • Brewery

    • Oliver
    • November 30, 2017 at 1:12 PM

    So the deadline finally caught up to us, and to be honest it feels like being caught with my pants down having to release Brewery as it is right now. What you see here is a "pencils down" version of the map -- or rather what we have so far!

    Here is a link to the workshop entry.

    I joined Brewery pretty late in its development. I am responsible for the environment art on Brewery, and I wanted to do something interesting with the theme. What we are going for is a historic brewery, built and used around 1920s. So you will see furniture and architecture from between the 20s and around the 50s. Breweries has been around for ages, and I wanted to capture the era from when a lot of craftmanship and love was put into the art of brewing, as opposed to the very industrialized look of a modern Brewery.

    I was also inspired by mechanical design from the same era. This mechanical design can be seen all around Bombsite A.

    There is a long list of custom models being made for this map. Furniture, woodpaneling walls, columns, arches, beams, kitchen and brewery equipment... The list goes on.

    Here's a few screenshots of whats presentable of the map.


    And here is some pictures of the models made for the map so far:

    Anyway, we hope you like what you see. We still have a lot of work left ahead of us. The first art pass for the map is around half-way finished. So our plan going forward is to finish the first art pass before thinking about polish and further iteration.

    We will run playtests as soon as we are ready for it. But at the moment we still have some work to do art-wise on B before we are ready for feedback (art-wise).

    See you on the next update!

  • Abbey

    • Oliver
    • November 23, 2017 at 4:16 PM

    Nice job! Looking forward to the workshop release.

    Did you guys include these plants in the skybox somewhere? ;)

  • Cypress

    • Oliver
    • July 25, 2017 at 1:10 AM

    alright man

  • Cypress

    • Oliver
    • July 25, 2017 at 12:36 AM
    Quote

    Quote it is not completely wrong to have props from multiple maps inside one level, some things can coexist.

    Some of the buildings are architecturally wrong, and you are mixing buildings from one corner of the world to the other. Its alright to use props from multiple maps, but make sure they actually fit as a whole.

    Anyway, good luck with the map, I hope to see some improvements soon :)

  • Cypress

    • Oliver
    • July 25, 2017 at 12:11 AM

    I highly advice you to take another look at your prop placement. It looks like the map consists of elements from every map in the game currently. I see Nuke, Train, Inferno, Overpass, Canals, and even Neutron (http://steamcommunity.com/sharedfiles/fi…text=de_neutron <- this one).

    It's perfectly fine to take inspiration from other maps, but there's a huge mismatch on the thematic aspect of your map. A lot of the prop placement makes no sense. Here's a list of the things I've found by running about for a few minutes:

    You are using a ceiling tile holder as a floor texture, and if that isn't enough there's a road surface marking underneath it. Also a pile of papers and a bucket in the corners

    It looks like you copy-pasted a row of props from de_nuke_zoo and placed them on this wall for some reason.

    They built this biochemical research facility right on top of a cafe, but couldn't be bothered to remove a boat on the ceiling?

    Normally before construction takes place its normal practice to completely remove old structures and then start building. Stuff like this is all over the map and it doesn't work.

    This is a prime example of bad signposting, the arrows point in all directions, and its not leading the player anywhere. There's also so much clutter in the area making the decal hard to spot.

    Theres so much stuff here, its giving me a headache.

    ---

    You have some solid composition in the brushwork, and the layout seems functional so its not all bad.

    To sum up, here's how you can drastically improve the look of this map:

    - Clean up the map, remove every prop related to Train, Inferno, Overpass and Canals and stick to one theme! I recommend something similar to Nuke.

    - When you place props think about how it would make sense in a real environment

    - Don't place props wherever there's space.

    - Keep it simple!!

  • de_bobsburgers

    • Oliver
    • June 19, 2017 at 7:05 PM

    I'm in love with this so far ;)

  • [WIP] de_splash

    • Oliver
    • June 1, 2017 at 9:38 PM

    Even for a whitebox there's some good atmosphere! Impressive :D

  • Brewery

    • Oliver
    • June 1, 2017 at 9:20 PM

    Good effort!

  • [WIP] cs_archives

    • Oliver
    • May 26, 2017 at 5:53 PM

    Sweet, can't wait until its out on workshop ;)

  • [WIP] DE_Akureyri

    • Oliver
    • May 26, 2017 at 5:49 PM

    Is it inspired by the Moomin-house? :D


  • Mapcore's CS:GO Mapping Contest 2017

    • Oliver
    • May 23, 2017 at 10:01 PM

    Time to step up my mapping game!

  • [CS:GO][WIP] Tel Aviv

    • Oliver
    • December 10, 2016 at 2:43 AM

    Looks super good! You've done a good job with the architecture, lots of variety :D

  • [CS:GO] cs_spotlight [Graybox]

    • Oliver
    • December 9, 2016 at 9:49 PM

    Thank you! :)

  • [CS:GO] cs_spotlight [Graybox]

    • Oliver
    • December 9, 2016 at 4:22 PM

    Oh damn, thats too bad. I wasn't aware that other theater maps was in the works. Your map looks fantastic though.

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