It's not over.
I'll be back!
It's not over.
I'll be back!
This map has been going on for so long that I've completely lost the motivation to continue working on it. I'm pretty happy with how the layout is atm, but I am unable to finish the detailing of it. Some areas need to be redone, like the outside garage and CT spawn, which were pretty much rushed. There is also a ton of work to be done on the ship, but as I said, due to lack of motivation I wanted to get over with it as soon as possible and it turned out looking like shit.
I might come back to it at later point but it won't be for this contest.
I realised there are so many other great maps in this contest and I wouldn't be able to compete with them at this pace, so I decided to pull out.
I just watched it with a friend at the Cinema. Had way too many zombies for my taste, which took away from the experience and honestly the scariest scene was when the boy with the boat (sry for not recalling his name) got eaten by the clown. Otherwise it was pretty good. One of the very few horror movies with actual interesting plot.
Quote from Vorontsov
Ain't ZBrush too next-gen for Source? That seems like a lot of Polys.
Looking awesome though. How much time did you spend working on it? I'm thinking of getting into ZBrush modelling.
Quote from VayaOn 10/10/2017 at 7:05 PM, Vaya said: There's something really off about the look of this map. Are you working from references?
Not really. I'm making up most of it, except for some parts. I'm using a reference for the ship and the indoor areas on the T side of the map.
What do you think is off about the way it looks?
Quote from blackdog1 hour ago, blackdog said: All that metal floor doesn’t have sense I guess
Idk maybe I'm overusing that metal texture.
Maybe if I used more reference, it would have been easier to keep the theme consistent but I'll try my best.
BTW I am working on a new ship model which consists of 3 separate parts so I can add more detail. The current one looks like absolute shit.
Quote from jd409 hours ago, jd40 said: Some stuff from my contest map
Are those rocks all displacements or do you have custom models?
I made a lot of changes to outside, mainly the CT side and the routes to the bombsites:
- The route to B now goes along that catwalk above the entrance to the CT Garage.
- Also I've added another path to A that goes underneath bombsite B, which is relatively new and is still very much W.I.P.
- The CT Garage has an upper balcony area which is easily accessed from CT spawn. It provides CTs with a vent passage to Vent room which is right next to the B site and is also the second T entrance to the site through catwalk. CTs also have the choice to drop down into the lower area of the CT Garage, which is a one way drop and they can only get back with a boost.
- Both bombsites now have 2 entrances for Terrorists but Counter Terrorists can feel safe rotating between the sites unless they give up outside and allow Terrorists to boost into the upper part of CT Garage.
- CT Garage allows for quick rotations in between the sites, almost as quick as rotating through CT spawn, so CTs now will have a second route for retaking each of the bombsites without loosing too much time.
- You can also boost up the Elevator shaft now and you can drop on a small platform and safely get down without 'abusing the source engine surf physics' and risking taking damage.
I'm starting to set the theme for some indoor areas:
http://steamcommunity.com/sharedfiles/fi…s/?id=919675967
Updated workshop with V13:
- Sum art
- Sum change on connectors from Outside to B,A and CT
- New skybox
- Adjusted timings
- Fixed shader bug on B site
- Fixed pixelwalk on B
- Clipped off upper part of the ship/A site
- Added a flying thingy above A
- Propped sum ship
Reddit playtest tonight.
This is the new ice model:
Did some more work on the ship:
And some more screenshots:
Working on a new path from outside to Bombsite A. I'll prob remove the part around B connector through CT spawn:
I'm also looking for an environment artist to help wrap up this project so if you are interested, feel free to contact me:
Steam: http://steamcommunity.com/id/bromangen8/
Discord: Nikio#3991
This is the progress so far:
+ 2 underground areas that are like 15%
+ Gotta make the 3d skybox
+ Gotta add some custom sounds
+ Navmesh needs some work
+ A few props to make/texture
Quote from ElectroSheep3 hours ago, ElectroSheep said: [Blocked Image: https://cdnb.artstation.com/p/assets/images/images/004/425/769/large/valentin-levillain-de-highlands-1.jpg?1483655190]
Woops !
Someone's gotta finish this map, dude! It looks awesome and has a very unique layout.
Quote from Apeyou22 hours ago, Apeyou said: Looks great, although the yellowish texture makes the map feel 'warm', while it should feel cold because of the setting you're going for. Maybe try a less vibrant color or play around with some color correction. Keep it up!
I don't have time for changing colors. It's not that big of a deal. The orange texture that's all around the map is gonna stick, but I'll most likely change the colors of the crates that are on the ship.
and for some reason i cant post screenshots, Max total size 0.09MB. I guess i've reached the limit
The first art pass is done in most outside areas:
I've got that tower on the top as a landmark/orientation point.
Quote from Andre Valera2 hours ago, Andre Valera said: You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process
I'll think about that. Maybe I will need someone to help me with the indoor stuff.
Made an ice model for the water:
There are some parts of the prop that look weird and unrealistic but I'm working on it. I will add a slight reflection as well.
I'm trying different water textures. This one is from inferno.
I'm testing it on V7 cause everything else is broken. Yes, Valve messed up hammer again.
Beware! Long post!
V12 coming up:
- Adjusted the CT rotation timings and fixed some weird angles. Here are some screenshots from the new CT spawn:
- Here is the new path for CTs to Outside (goes underneath the connector to B site):
- Changes to outside (the vehicle in the middle is WIP, placeholder brush in it's place):
- Shortened the connector to B from outside:
- Some more screenshots of first art pass on the buildings:
- This is what the ship currently looks like:
Probly gonna retexture it in 4k and add more detail to the model cuz it looks like shite right now.
Please delete those nuke crates. They look so out of place. Other than that I feel like there are too many conflicting themes. There's nothing wrong with not using custom content, just try not to make a visual mess.
Changed the colors on A site from Green and Red to Yellow and Red and removed the water in the Ship. I'm working on making this bombsite more believable by turning it into something like a small shipyard or whatever:
Sick new stairs here for smoother movement:
And here is another screenshot of the WIP truck. I've added some snow to it just to see how it looks and I'll keep it if I have time to do the same with all other props and textures across the map, for consistency (probably won't):
Spoiler With snow:
Without snow:
I'm working on other vehicles as well.