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  3. fewseb

Posts by fewseb

  • de_vermeil [RELEASED]

    • fewseb
    • November 7, 2017 at 7:57 AM

    November update

    Over the past month ive made minor adjustments to various parts of the map, along with some visual changes, Ive highlighted the most significant for this update

    Water

    Ive added an animated waterfall texture where needed

    Ive also adjusted the water feature in cave, because of reflection errors and an inability to produce a satisfying look, the flowing water segment has been removed. This clears up visibility for attacking Ts and makes a more consistent environment.

    Ive also added a minor wood scaffolding to the rock stairs area, this was added to clearly point out that players can stand and hide there as before people would not notice the area. The justification for this along with the disabled water feature comes in the form of vandalism on the rock face, this also more consistently conveys the theme of a vandalized park that is present in other sections.

    Detailing

    Ive added flag stones to the entrance of waterworks as well the one way door in order to more clearly tell players what path ways are available.

    Textures

    A custom stone pathway texture has been added to middle and b-site, it has gone through several iterations and this may not be the last, ive also added a new custom gravel texture, but this may also be changed in the future.

    The sand garden has gotten a much deserved update with proper textures, though the circular texture may be adjusted.

    The black void behind the windows in the management building has been replaced with more realistic blinds

    The stone steps by ct spawn have also been adjusted do to shadow errors with the previous texture

    Radar

    Ive produced this temporary grayed out radar, but I hope to make a more fitting and original radar design for the final release version

    Thats it, not a whole lot has changed but I believe the next update will be the final release version, complete with a finished radar and official workshop version.

  • [RELEASED] - Studio

    • fewseb
    • November 7, 2017 at 6:15 AM

    Studio is looking great as usual, however in the most recent workshop version (which appears to be very outdated) I noticed you hadnt set up a KV file for the map yet, im not sure if you have done this with the most recent version, but if you havnt then I would like to recommend that you use the Professionals as the T-models and the FBI as the CT models. I feel that the professionals not only fit the theme of the map, but also stick out in most of the contrasting environments. The FBI are clad in drab olive green gear which will make them stick out in the studios vibrantly colored rooms, along with its bleak grey areas.

    Also if you have a story to go with this map, it would be great to hear.

  • [CS:GO] De_Grind

    • fewseb
    • September 17, 2017 at 2:54 AM
    Quote

    1 hour ago, 'RZL said: You're making a good point there! We'll change the CT model to SAS with the next update but we gotta keep the Terrorists as Phoenix since the pirates have a voice line about an island, which Namibia isn't.

    Well alright then, its a shame that IDF don't appear on very many good maps, I finally thought they had a home on the workshop until I read the Namibia part. Still, keep up the great work.

  • [CS:GO] De_Grind

    • fewseb
    • September 16, 2017 at 11:00 PM

    This map is pretty great, it has a ton of great detail put into it and one of the best skyboxes ive seen in a map

    I do however have one issue with this map

    (and its not even part of the map)

    The workshop description says this map is set in Namibia which is a country in the south west of Africa.

    But your CT's are the Israeli Defense Force and the Ts are Phoenix Connexion (Who are Russian)

    On top of that you have blue APC's next to ct spawn, which are vehicles typically used for the SAS

    I dont know whether player model accuracy is something you actually care about, but if you do then here is what I recommend.

    Change the ct's to be SAS, they operate internationally and also feature gas masks, which sort of fit with your theme.

    The Phoenix are also international and while they work fine for this map, I think the pirates would fit better with the theme, especially since the pirates seem to be from Africa. The only issue with them would be their large backpacks, but considering the IDF (which are the current CT model) have larger backpacks, I dont think you have a problem with that.

  • DE_ORE

    • fewseb
    • September 2, 2017 at 11:32 PM
    Quote from gav

    22 minutes ago, gav said: I went with SAS to try and get close to what would've been true but maybe IDF would have worked better for visibility.

    As T models go I was never feeling any fit. I was pretty much 50 / 50 on leet or phoenix and chose leet for some visibility reasons

    Well if your main concern is about visibility, this map is quite problematic. Ive seen maps like this before where its very dark in most of the areas, if you were only concerned about advisability I would say go with the professionals and the IDF, since they would stick out the most in this map. If you really wanted to use the IDF, you could change the setting from Australia to the Timna Valley of Israel which is an area rich in copper ore. You would mainly just have to change the outside parts of the map to look deserty and put some sand on the inside parts. Plus extra sand can brighten up areas made up of dark brown wood.

  • DE_ORE

    • fewseb
    • September 2, 2017 at 5:33 PM

    Ore is a nicely detailed map, but I have some rather minor concerns on the story elements. You say that the map is set in Australia, which is good as that is not a place we often see any map set in, yet you have set your t-models to be the elite crew who are middle-eastern terrorists and it seems based on the maps that they have appeared in, that valve intends for them stay that way. I would suggest changing them from the elite crew to the anarchists, who are American yes, but valve does not seem to mind having them appear in other countries, given their use in Marquis during operation vanguard.

    I suggest rather then having the t's storing chemical weapons they are instead trying to cause an environmental disaster by destroying long forgotten stock piles of the Coalition Taskforce's chemical/nuclear weapons. This change is more of a workshop description change then a map one.

    If you do decide to go along with that change, you may want to add a car or two near t-spawn to make it look as though the Ts have just arrived instead of having a base there.

    Your pick the SAS as the ct is a good one as the SAS are international and Australia was once apart of the British Empire, I would suggest a minor change of replacing the swat van in ct spawn, with one of the APC's. In both Mirage and Inferno the SAS use an APC to get there.

  • Aerospace (Alpha)

    • fewseb
    • September 2, 2017 at 4:38 PM
    Quote from gz.

    1 hour ago, gz. said: yay :D I made the kv file really early on and I'm happy someone noticed. thank you

    kv files are one of the most important aspects to a map's story, and they so often go unnoticed I applaud you sir for doing something that few will even realize is there.

  • Aerospace (Alpha)

    • fewseb
    • September 2, 2017 at 5:33 AM

    Hey noodle, I took a look at your map and its looking great, I just have a few (non game play) suggestions for you to consider.

    First off, im glad you already had a kv file going with this map, most people dont think about that until their map is basically done. I like your pick of the professionals as the T models, they go well with this maps theme. Im not sure if the jets you can see in t-spawn are supposed to be their jets or the cts, but either way I think it would be neat to have either some sort of parachute-type prop in t-spawn to imply how they actually got into the cargo bay. Maybe even some sort of hook would be there.

    I think your pick of the fbi as the ct models is definitely a good choice, im not sure if you intended it to be as though they were already on the air craft or not as security, but if you are still open to suggestions, I might suggest changing ct models to the SAS, having the sky light window in ct spawn be broken and have a helicopter or a jet flying off with cables attached to it, this would imply the air liner had no security on board and instead the SAS (or even the FBI) preformed a daring in air jump to the top of the plane.

    Anyway these are all just small story elements I wanted to suggest, keep up the good work.

  • de_vermeil [RELEASED]

    • fewseb
    • August 31, 2017 at 11:31 PM

    Thanks for your feedback, ill take it into consideration.

  • de_vermeil [RELEASED]

    • fewseb
    • August 31, 2017 at 10:18 PM
    Quote from S1lv3r 4 lyf

    6 hours ago, S1lv3r 4 lyf said: I loaded up your map and I have a few criticisms; a lot of these things you are probably working on already, some of them you may not be aware of, and a few of them are just my opinion.

    Hey thanks for the feedback, unfortunately you loaded up the outdated version of this map, when buy zones and most of the clip brushes hadn't been added yet. I haven't updated the workshop yet as I was waiting for a more final version. Currently im working on a custom nav mesh for bots, one which does not include any unplayable areas.


    Here is a link to the new version on the workshop, the new nav mesh isnt included and the radar may or may not work.

    http://steamcommunity.com/sharedfiles/fi…/?id=1124944338


    Quote from S1lv3r 4 lyf

    6 hours ago, S1lv3r 4 lyf said: Door won't close.

    That door is can only be opened once, the whole idea with it is that cts can have a safe path coming from mid that cant be attacked by terrorist on b, this mostly because the main path to b site is open without much cover. It also helps counter the terrorists advantage of being able to hide in both latices and arches. It also rewards T's for taking the entire mid, since they can now access that same path.

  • Aerospace (Alpha)

    • fewseb
    • August 28, 2017 at 9:54 PM
    Quote from Noodle King

    17 hours ago, Noodle King said: it's extremely hard to tell where someone is by looking at the radar, above you, below you, or right in front of you.

    I dont know if you've done this yet, but you can have multi-layered radars that show different layouts, the new nuke has this.

  • de_vermeil [RELEASED]

    • fewseb
    • August 27, 2017 at 5:49 PM

    8/27/17 update

    I created a functioning radar and overview as well as overhauled the visuals.

    Radar overview

    Spoiler


    New Screenshots

    Spoiler

  • Aerospace (Alpha)

    • fewseb
    • August 16, 2017 at 10:12 PM

    Any reason why all the chairs in the plane are roller chairs?

  • [WIP] de_bauen (Formally known as de_construction)

    • fewseb
    • August 8, 2017 at 4:16 AM

    Have you decided on what country this map is to be set in? If not, there are lot of construction assets made for Overpass that are Germany specific. The map looks pretty good though, nice work.

  • de_vermeil [RELEASED]

    • fewseb
    • August 4, 2017 at 12:15 AM
    Quote from RA7

    1 hour ago, RA7 said: Looks very nice, but some parts are bit unnatural and blocky

    The transition between the rock formation and water looks unrealistic.

    Pretty much all of the rocks on the workshop version are placeholder blocks.

  • de_vermeil [RELEASED]

    • fewseb
    • August 3, 2017 at 10:10 PM

    RELEASED WORKSHOP LINK

    http://steamcommunity.com/sharedfiles/fi…/?id=1206134479

    An early version of my entry for the Mapcore 2017 mapping contest. Currently there is no working kv file or radar overview. Most of the visuals are place holder or work in progress geometry.

    de_Vermeil takes place in a park built to commemorate medieval watch towers and the battles the took place there over the centuries.

    Workshop Link

    http://steamcommunity.com/sharedfiles/fi…/?id=1099540174


    Some images (more images will be uploaded below)

    Spoiler ct spawn

    T spawn

    B site


    More Images

    Spoiler Middle

    Middle connecters

    Cubby

    Visual Connector

    Garage

    A stairs


    Outside view of "Scenic" the path to a site


    Spoiler Lattice by b site

    Waterworks

    Secret

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