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Posts by illG

  • [WIP][DE] Antiquity

    • illG
    • February 1, 2020 at 12:21 AM
    Quote from poLemin

    3 hours ago, poLemin said: Too bad man. I hoped to run a Georgia double with you ;D Hope you keep working on it! looks really promising

    Thank you! I was following your work aswell, interesting to see some different aspects of artists view at one place. Did a runaround on your map, great finished work, especially visuals! Good luck, hoping to see your work on finals!

  • [WIP][DE] Antiquity

    • illG
    • January 31, 2020 at 4:00 PM

    Sadfully I couldn't finish this map on time... Good luck to everyone else who could. Maybe next time I'll have more time to work on mapping, but now life does its corrections. Wanted to share some latest screenshots of my work.

    Thank you guys for feedback and your opinions! Happy mapping!

    Spoiler

  • [WIP][DE] Antiquity

    • illG
    • December 28, 2019 at 10:58 PM

    Improved A site.

  • [WIP][DE] Antiquity

    • illG
    • December 26, 2019 at 9:31 PM

    Reworked A site, old site design felt too complex and like zombi said was a little wierd.

    CT Spawn

  • [WIP][DE] Antiquity

    • illG
    • December 25, 2019 at 3:30 PM

    Currently working on A site, made a bell tower as a landmark for A site. Can be seen almost across the map.

    After finishing work on site A, I'll do some optimization. After optimization process, I'll upload a playable version of the map.


    P.S.

    I removed "nuclear explosion" lights.

  • [WIP][DE] Antiquity

    • illG
    • December 22, 2019 at 12:39 PM

    Finally got myself a new PC to work with. Compile times are like 5x faster and I can afford to take 4K, max quality screens. So enjoy the new, hi-res quality screenshots... I try to use hi-res textures as much as possible.

  • [WIP][DE] Antiquity

    • illG
    • November 26, 2019 at 4:38 PM

    Some screenshots of progress at B site.

  • [WIP][DE] Antiquity

    • illG
    • September 21, 2019 at 6:43 PM
    Quote from mtchromatic

    29 minutes ago, mtchromatic said: B-b-b-but 3kliksphilip said maps have to be sunny to be good??

    Sun adds bright lighting to walls that is good for visibility, but I am trying to make shadows bright enough to make lighting unusual (exotic). When there is no crisp shadows, you don't have to worry about player model shadows that only others can see.

  • [WIP][DE] Antiquity

    • illG
    • September 21, 2019 at 5:52 PM

    Updated A site.

    Made some visuals on A site and fixed some angles that were too narrow. Added a pit-like spot for interesting gameplay.

    There are 2 entrances to site now. I am considering adding a boost option or some kind of doorway as a third.

    Spoiler

  • [WIP][DE] Antiquity

    • illG
    • September 18, 2019 at 11:38 PM

    Early stage of A Site.

  • [WIP][DE] Antiquity

    • illG
    • September 2, 2019 at 9:27 PM

    Middle in current state.

    Currently I am experimenting with lighting color theme and brightness of level.

    Guys, how do you like sunset theme or is it better to go with mainstream daylight with crisp shadows?

  • [WIP][DE] Antiquity

    • illG
    • September 1, 2019 at 3:23 PM

    Hello, everyone!

    This is my entry to this contest. Had to pause current project, to make something exotic. Map is situated in Georgia, somewhere in old Tbilisi. Made some art to get feeling of the place I am making. Haven't posted to workshop yet, play-test version soon.

    P.S. Sorry for bad quality of pictures.

    Spoiler

    Spoiler

    Spoiler

    Spoiler

  • [WIP][CS:GO] Jupiter

    • illG
    • May 18, 2019 at 2:14 PM

    Status Update:[/b]

    Current state overview.

    Simple story overview:


    CT SPAWN:


    MIDDLE:


    B SITE:


    A SITE:

  • [WIP][CS:GO] Jupiter

    • illG
    • May 15, 2019 at 4:48 PM

    Status Update:[/b]

    Middle to A building have been changed, you can see before and after comparison. I made building bigger so that T's could easier smoke off vision from A site.

    This picture is a CT's approach to middle with stack of boxes as cover and boost options up on metal beams.

    Before:

    After:

  • [WIP][CS:GO] Jupiter

    • illG
    • May 4, 2019 at 1:09 PM

    Status Update:[/b]

    CT SPAWN[/b]

    Made junkyard theme at CT spawn.


    B SITE

    Added two silos for fun round angles to play with.


    B SHORT

    B short now have a boost spot over wooden fence from B long for T's to have more gameplay options and easier B short take.


    MIDDLE FROM T SIDE

    In middle T's now have a scaffolding with ladder to play with if they are smoked off in middle.


    TOP VIEW FROM B LONG

    Overall view with changes I've made for B site. As you can see from B site picture, added a large ramp that reminds me a dusts A pit with only cover that is the ground.

    T spawn now have a 45degree garages for better saving options.

  • [WIP][CS:GO] Jupiter

    • illG
    • April 21, 2019 at 12:50 PM

    Status Update:

    Added high overpass to CT spawn and made interesting geometry for radio tower building. Also moved "Jupiter Sign" up towards A site, for better smoke lineup options.

    Quote from MikeGon

    On 4/20/2019 at 2:53 AM, MikeGon said: Hey this looks great!

    I'm not really the guy to comment on visuals and aesthetics, but looking at the topdown there's a couple stuff that stick out to me:

    From CT spawn, the path to A looks way longer than the path to B. This would be fine if Ts actually need more time to get to A as well, but a side effect of this is that players will probably default to the one that's closest to them, because they can get to the action faster. That might be acceptable, but personally I like to make them both at same distance so they both feel as compelling as one another.

    T-Spawn to Mid looks longer than CT-spawn to Mid. Usually timings should be made such that the first guy on each team both turn the corner and see each other exactly at the same time. Otherwise the first guy gets to prepare and aim, which makes the encounter more advantageous for them...


    btw I'm making these comments based on what I'm seeing on the topdown shown above, including the doodles, and I know it's probably not meant to be accurate. But hopefully that helps!!

    Display More

    Thank you for your opinion! Hopefully I will make test-able version soon for people to share thoughts of timings and gameplay.

    Middle: CT's get there 5 - 6 seconds. T's get there about 7-8 secs. I want to make middle CT's controlled at start of round that T's have to fight for. Some easy to smoke spots and more cover to get to will do the work for T's.

    A and B timings will be corrected for play-test version.

  • [WIP][CS:GO] Jupiter

    • illG
    • April 18, 2019 at 5:06 PM
    Quote from zombi

    1 hour ago, zombi said: A looks very interesting, but B feels empty. Also surf on roof might be interesting and funny in some situations. You should keep and test it.

    B site is quite empty because I deleted half of the site, things that I didn't find working for the layout. Working on that right now. Thank you for your opinion. :)

  • [WIP][CS:GO] Jupiter

    • illG
    • April 18, 2019 at 1:01 PM

    CS:GO Map "Jupiter"

    Hello everyone!

    I want to show my current 2019 project called "Jupiter". Work in progress... Map is situated at industrial zone. Color pallet for this map is red brick, gray metal and concrete as you can see in screenshots. I want to make layout as simple as possible, with interesting aspects in some places like boosts, risk->reward action for both sides and easy to learn smoke executes.

    Right now map isn't ready for playtesting and I havent uploaded it to workshop. Just wanted to hear your opinion and maybe you can help me think out a story for this project. I have some toughts for story, but I would like to hear something from you guys. :) Map's name "Jupiter" is meant for name of this industrial zone that I want to make look huge.


    MIDDLE


    A SITE

    I wanted to ask you guys - How good would be idea that you could surf on this almost 45 degree corrugated metal roof on A site? Right now jump has to be made from high platform on right of screenshot.


    B SITE


    T Entrance to MID


    Layout right now, minor changes will be made, but map will look something like this.

  • [WIP] Pipelines

    • illG
    • December 1, 2017 at 4:17 PM

    The contest has ended, unfortunately I didn't finish the map, the problem was that I wanted to make a perfect layout for competitive and fun gameplay. Tested a lot of stages and got the results I wanted. Now all I need to do is design.

    Cangi^


    P.S.

    I would like to thank Mapcore and Faceit for making this great contest and huge shoutout to "esport.lv" (Latvian e-sport community) for playtests and helping me developing this map.

  • [WIP] Pipelines

    • illG
    • November 23, 2017 at 7:59 PM

    New update open for testing, working hard to finish. ;D

    Added some pictures.

    T Spawn.

    Sewers filled with water for better sound recognition.

    Changed upper lobby configuration, adding vents to sewer for surprise attacks and more fun gameplay.

    A Main, minor changes.

    To see more, please see the map by yourself, I am open for suggestions and bug report. :)

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