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Posts by Plat

  • de_decay (WIP)

    • Plat
    • March 28, 2016 at 7:39 PM
    Quote from Radu

    4 hours ago, Radu said: This is something that has happened to me a lot in the past. I worked with a specific theme in mind only to find out that it doesn't work or look the way I wanted it to; so I tried to adapt existing shapes to a different theme, but that just causes more issues. Sometimes it's easier to just delete and start clean.

    Here's a few photos I took on my last trip to Italy http://imgur.com/a/NBum1 You can notice that the buildings are completely flat from bottom to top and that the windows are pretty much the only details. The bottom level is usually a bit fancier (made out of cut stone or bricks) since that's where most shops are located. After that and all the way to top it's usually just windows with very small balconies here and there. Then there's a trim at the top, just before the roof. There are some buildings that incorporate more details, like ones built in the renaissance or baroque period, but most of them follow this approach.

    Yikes. Alright, I guess I'll start from scratch. Thanks for making me realise my mistake before I went too far into my map.

    The real shame here is that I've restarted the art pass about 4 times thus far. Now I have to do it again. I guess that's learning though.

    Quote

    10 hours ago, 'RZL said: The shadows are way too bright, you barely even see them.

    That would probably be because I've been using fast compile settings, and I'm trying to emphasize visibility.

  • de_decay (WIP)

    • Plat
    • March 28, 2016 at 4:28 AM
    Quote from BreadParticles

    5 minutes ago, BreadParticles said: the outdoor lighting looks a bit off.

    maybe it should be a bit brighter?

    I thought it looked plenty bright. The skybox shows a rather cloudy day as well. It does have a pretty dark tone of purple to it, but I and a few playtesters liked the lighting; they considered it unique.

  • de_decay (WIP)

    • Plat
    • March 27, 2016 at 11:55 PM
    Quote from Radu

    8 hours ago, Radu said: I don't know if anybody has told you this, but I really can't tell where this level is set in. I'd say Italy because of the skybox, but the environment is one giant mess; absolutely no consistency. I understand some of the textures and models are place holders and I hope you don't take this too hard, but I recommend you redo the art pass from scratch. Research the respective architecture and focus on giving your spaces a purpose. Though, that's more easily done during the early stages of designing your layout; later on it's more difficult, but not hopeless. Once you've decided on the location and architecture, create a prop palette of 20-30 props that make sense and stick to them. I normally split the art pass into two stages. During the first one, I give the environment a basic shape using as few brushes possible to which I add a couple models to detail it. I only bother with textures and small details during the second stage. If it doesn't look right without textures and small details, it still won't look once you add them. This is something you master in time, though it should be one the first things for new mappers to learn.

    I also recommend you watch this entire talk, but if you want to see the part that's relevant for you atm go to 14:40

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    Thanks a ton for the very valuable info. It is set in italy, and I think the main reason it may not be consistent is because some of the detail is reminants from the map's old artstyle, which was set in a more middle eastern area. Are there any areas in particular I can preserve? I've been working seriously hard on this level and this is a huge letdown.

    Quote from Klassic

    10 hours ago, Klassic said: Looking very nice!

    1 thing i'm missing detailing wise is vertical details. Without it it would look very boring

    I will get into actually testing the map gameplay wise when i get steam working!

    Thanks a ton. Vertical detail is something I plan on adding, its just that most of the map isn't detailed yet. You'll see more of it soon because italy is a great place to feature vertical detail.

  • WIP in WIP, post your level screenshots!

    • Plat
    • March 27, 2016 at 5:23 AM
    Quote from 1488

    2 hours ago, 1488 said: You don't have to post every update in your thread and the WIP thread

    Apologies. I only post here if I have screenshots. I wont do it anymore.

    Yeah I don't normally post here, I only posted because I had some new screenshots and my map had changed a lot since then. I keep to my WIP thread unless I feel like its something worth showing.

  • WIP in WIP, post your level screenshots!

    • Plat
    • March 27, 2016 at 5:14 AM
    Quote from 1488

    1 hour ago, 1488 said: You don't have to post every update in your thread and the WIP thread

    Apologies. I only post here if I have screenshots. I wont do it anymore.

  • WIP in WIP, post your level screenshots!

    • Plat
    • March 27, 2016 at 2:16 AM

    Version 42 of de_decay! This version brings a fair amount of detailing and gameplay changes, while also supplying some pretty screenshots (in my opinion)


  • de_decay (WIP)

    • Plat
    • March 27, 2016 at 2:14 AM

    Pretty big update coming in at version 42! It adds a fair bit of detailing and small gameplay changes. Check it out at http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Also comes with pretty screenshots!


  • WIP in WIP, post your level screenshots!

    • Plat
    • March 26, 2016 at 12:27 AM
    Quote from Radu

    On 24/03/2016 at 6:08 PM, Radu said: [Blocked Image: http://i.imgur.com/aMsxvOB.jpg]

    Whats up with all the stain looking things hanging from the roofs? Are those bugged shadows or decals? If they're decals, they may be a little too excessive. Just a small gripe! Looks great otherwise!

  • de_decay (WIP)

    • Plat
    • March 23, 2016 at 11:55 PM

    Version 41 is out!

    It makes some biggish changes to the A site, and details some more of the map.

    Currently struggling with making the radar work. It isn't and I've tried a few things. If I could get help on it that would be great!

    You can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=647714113

    Thanks!

  • [Tutorial] CSGO Radar Maker 1.0

    • Plat
    • March 23, 2016 at 5:27 PM

    Gives me a .jar file, but wont open.

  • [WIP] [CS:GO] de_Fabric map.

    • Plat
    • March 23, 2016 at 1:52 AM
    Quote from RedHawk

    15 hours ago, RedHawk said: Well, it is the first map I´ve ever made and I had big plans for it when I was making it but now that the layout is pretty much done, I feel like it´s kinda flawed and small. I want to make a bigger map with a setting in mind since the moment I start working on it. Now that I know how to make a map, hopefully I´ll be able to use the skills acquired to make a (hopefully) better map.

    I definitely see where you're coming from. My first few projects I abandoned because I was learning so fast that they were starting to look horrible and unpractical as I went. I assume that's basically what is going on here. Good luck on your next project!

  • WIP in WIP, post your level screenshots!

    • Plat
    • March 21, 2016 at 7:04 PM
    Quote from Pampers

    7 hours ago, Pampers said: check your privilege scale

    My scale? What's wrong with the scaling in my level?

  • WIP in WIP, post your level screenshots!

    • Plat
    • March 20, 2016 at 11:30 PM

    De_Decays middle, coming along nicely.

  • de_decay (WIP)

    • Plat
    • March 20, 2016 at 7:38 PM

    *NEW UPDATE*

    Version 40 appears! It changes up the balance of middle, details some ground and fixes the broken textures. Be sure to check it out by subscribing to http://steamcommunity.com/sharedfiles/fi…s/?id=647714113/emoticons/[email protected] 2x" title=";)" width="15"> Heres a screenshot of the new middle

  • [WIP] De_Wulfe

    • Plat
    • March 20, 2016 at 5:46 AM
    Quote from Shima33

    1 minute ago, Shima33 said: Suprisingly, yes.

    Impressive. Hammer always struggles with complex brush shapes. Could I get an ingame screenshot of it? perhaps give it a stoney texture.

  • [WIP] De_Wulfe

    • Plat
    • March 20, 2016 at 5:44 AM
    Quote from Shima33

    1 hour ago, Shima33 said: Actually, no - mainly because I've enlarged the brush since then.


    However, I did continue messing around, and somehow came out with this-

    Let me know when stopping is an option.

    Very fancy. And it works in game with no issues?

  • [WIP] De_Wulfe

    • Plat
    • March 20, 2016 at 4:32 AM
    Quote from Shima33

    22 minutes ago, Shima33 said: Just being doing some practice with advanced brushwork... Am I going too far with this?

    Are you sure the game wont just reject that? Surely there has to be a microbrush in there somewhere.

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

    • Plat
    • March 20, 2016 at 4:18 AM

    pl_talptra, a collaboration payload map made for tf2. I was very dedicated to the project, sadly my partner was not. He later abandoned the project, leaving many of his concepts behind. The map will never be finished, but was supposed to take place in a town on a mountain. If anyone was wondering what the name meant, it was a collaboration of our names (plat and ultra) into one. He removed me from his friends list soon after abandoning the project. RIP.

  • de_decay (WIP)

    • Plat
    • March 19, 2016 at 6:57 PM
    Quote from spa

    9 hours ago, spa said: Looks really nice /emoticons/[email protected] 2x" title=":)" width="15">

    From the overview I wonder if T is missing some sort of way of rotating to A from mid. Mid seems very tied together with B from the T side.

    You can take the apartments over to a, I like to compare it to mirages middle where the ts need to commit or fall all the way back to get to a

  • de_decay (WIP)

    • Plat
    • March 19, 2016 at 6:26 AM

    As requested, here's the layout, with callouts (known ones)

    Original image courtesy of Shima33. I added text and colours.

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