So after 6 months of constant searching, I've landed a job interview! Wish me luck, because my little brother won't stop asking me to go bowling, yet I can't afford it ?.
Posts by That50'sGuy
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Update 5
So yes, it's official. I'm on the team!
Some progress has been made on the jewelry store, and the upstairs movie cinema has started progress.
The cinema is primarily inspired by the looks of GTA Vice City, I just love that game's atmosphere... Also, those movie posters are all references to maps I'm working on. Thought that would be funny.
B-Site has also had progress made, it still needs some proper TV models, but those are coming up!
Lastly, the first of a few service corridors has been created. There will be more to come.
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Quote from DazRave
1 minute ago, DazRave said: Shouldn't be a problem, I've already got the shop front 'openings' blocked into hammer which gives me fairly accurate window sizes. I can then provide the rest during this weekend. Appreciate anything you can provide massively.
Wonderful! I'll move this conversation over to PM's so we can keep discussing ideas. I've already got my model creator open

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Quote from DazRave
On 11/1/2019 at 11:36 AM, DazRave said: I love how visually strong this map is regarding identifying where in the world you are just by the screenshots of the greybox. Now textures have started to be thrown into the mix it's really looking great!P.s. I swear I've seen a post on my forum travels recently that was from you about a mall map idea?
Heh, that mall map ideas was actually 2 ideas.
1 was called Retail, set in an American shopping mall under renovation, it's still in the works but it's on hold because of the contest.
2 was called Dixon, this was is set in an abandoned Canadian shopping mall that's in a severe state of decay. It was originally thought up because of the contest, but it's too big a project to be done in the short timespan I have left.
I'm sure I'll get them both done one day though. And thanks for the compliments on the visuals, this map was the first that I really put a focus on identification

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Quote from DazRave
2 minutes ago, DazRave said: Legend. Thanks. I think the eye-candy of that bombsite will be the external facing windows and fancy display cabinets which will also provide players some cover. Oh, and lots of gold!
Sounds real nice! I like the ambition! If it's not too much to ask, could you perhaps PM me a simple sketch of some of your ideas along with the preferred dimensions of the props? The sketch doesn't have to be complex at all, just enough to give me a sort of idea of what you're looking for.
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Quote from DazRave
5 minutes ago, DazRave said: Bombsite A (the Jewellery store) I've not decided on yet. I hope it to be extremely glamorous at the front of store with big windows (and jewellery on display) but the layout I've not even thought about yet. As for Bombsite B, it's going to be split across 3 rooms with the bomb planting area split across 2 of them. It'll be an Office area, Control room (CCTV screens etc) and a server/generator room. The control room and server room being the bombable sites. I'll have some time to actually block up these areas this weekend.
Sounds cool! If you can't find models for the jewelry, feel free to message me any time. I'm not that experienced with modeling, but jewelry should be simple to model.

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Quote from DazRave
Just now, DazRave said: Agreed, this was always a big risk. The upper levels are exposed but also offer the fastest ways to both bombsites (so risk/reward is high). Whereas the lower levels will have a combination of cover from the use of service corridors and when out in the mall itself, kiosks and other mall 'furniture'. Plan is to make sure there's 2 routes that are slow but provide cover and 1 route that's open but if tactically used (smokes and cover fire as a team) can pay off massively.
Seems like an interesting idea. Just out of curiosity, how are you planning the bombsites to look like? That's something I can't wait to see

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After way too much procrastination (A.K.A. Me playing way too much GTA 4), I've decided to add a few more changes.
1. B-Site now has 2 entrances for terrorists. Before, 1 smoke could end their whole career.
2. B-Site has been moved further from middle for more negative space.
3. A-Site has a new entrance from the T-Side to the balcony. This is the change I'm most excited about.
I'd show some screenshots, but it's not even added yet ? Time to get to work!
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Visually it looks awesome! Though while I'm no expert at layout, I'm worried about snipers. It seems like anyone with an AWP will have a massive advantage.
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Quote from DazRave
2 hours ago, DazRave said: Urgh, this makes me sad. I've limited time as it is to map build!
If you don't have time to make any custom models, there's a few forums on here where you can grab some nice custom models already made. Just so long as you give credit

This pack in particular is one of my favorites: https://migrationtest.mapcore.org/topic/21830-ya…#comment-440575
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Quote from Interfearance
29 minutes ago, Interfearance said: Layout is #1. This is why i made the graybox. Continue da legacy
That's true, I suppose I should stop worrying about the lighting right now and get the layout to a state where I feel it's ready for another playtest.
Speaking of the layout, the most common thing I've heard from people I've given tours to is that the map lacks negative space/it's too small. So I've stretched the A-Site away from the center of the map and plan to do the same with B-Site. Once both are ready, I'll see what cool new changes I can make with the newfound space.
(Also, new radar colors! Yay!)
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So I'll be sure to try some experiments with the lighting. But in the meantime, here's a little show of the map at night. It's unlikely I'm gonna keep it this way, but I just wanted to test it. I'll get to work on the refined lighting now.
The content cannot be displayed because it is no longer available. EDIT: After a few experiments, I've finally decided to re-use the lighting from an old canceled map I was working on. How's this?

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Quote from Karthoum
5 minutes ago, Karthoum said: Yes the combination of trees and skies like that is what I meant and I'll be honest, it doesn't look pretty in that picture. Why not try it first with players and see what they think, maybe it's not that harsh on the eyes in motion?
I suppose it's back to tinkering with light_environment for me! I'll try out a few different times of days and try to get feedback on each one. Who knows, perhaps this map will end up looking like that dream I had about walking along a forest path at night ?
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Quote from Karthoum
2 hours ago, Karthoum said: Orange skies and pink trees? I'm not trying to discourage you from using the same time of day as I am (oh I definitely am trying) but that's got to look weird. Blue sky is overrated but Pink trees aren't common at all.
The trees are pink because they are cherry blossom trees ? Though if you're trying to say that the combination of pink and orange wouldn't be the best looking, then I could always change the time back to what it was. I'm really just trying to find a color scheme that feels "Japanese", if you catch my meaning

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So I've tried making the skydome tinted orange to make the map look like it's set in the evening. I've still got to adjust the sun position to back this up, but how does it look so far?
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Next update for Blossom is finally out! Download it here: https://steamcommunity.com/sharedfiles/fi…/?id=1844405666
Have fun!

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Well... I've been playing so much GTA IV that I've been slacking on Blossom... This doesn't look good for me XD
Anyways, I spent the whole day modifying the layout somewhat and making it look a bit prettier. I'll be doing some playtesting for the map hopefully soon!
If my predictions are correct, this map will be ready for detailing in a month. So if you want to add any ideas, be sure to tell me any suggestions you have

In the meantime though, enjoy some screenshots!
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Getting some work done on some MAJOR layout changes. And that includes the spawns, bombsites, and most importantly: Middle. Because mid in it's current state really can't be revived.
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Of all the maps they left in, they left Seaside... I don't know about y'all, but that map is just really boring to me.
Breach however, was really fun, and I think it deserved a bit more time.
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Quote from Guest MrSpagett
2 hours ago, Guest MrSpagett said: Nice map! ?Also who is this Tuscan guy? Could you give a link to him perhaps because otherwise the comparison is irrelevant.
I believe he's referring to Tuscan, a popular competitive map that has a somewhat similar theme. (Boy do I have a lot of fun memories of playing on that map with my brother)