Sorry for the Low res image, but here you have some detailing:
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Sorry for the Low res image, but here you have some detailing:
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Optimizing :pog:
Texturing and modelling. Modelling especially, because we have 3 people including me working on this map at the moment, but none of us model that well.
Had a few playtests, the map is just OK, and we could technically go with that for detailing, but we're gonna try to make it as good as possible when it comes to layout. Again, if someone is willing to help us with the detailing, it would be appreciated.
Quote from TynnyriOn 11/25/2019 at 8:10 AM, Tynnyri said: Mapcore is flawed as a system. It rewards people clicking on your greybox that looks cool over greybox that plays well. Many people who describe themselves "environmental designers" hastily make maps that then win big contests like these, get accepted into the game/esea/faceit and nobody likes them because they weren't created by a level designer, but an environmental designer.
Ok Boomer.
Now back to topic, the bombsite on the bridge thing feels a bit empty judging by the screenshots, maybe add some cover in there.
This may be asking too much, but if anyone is intrested in helping us with detailing the map (Mostly modelling), it would be appreciated. This theme is really interesting, yet really hard to pull off, so we'll need some help to finish the map as we picture it in our minds for the contest deadline.
TY guys, It worked
Also, here are some updates 1- Radar Update. 2- Some detailing on the now called B main.
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Tar radar broke a little on my side, but here are some of the layout changes.
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Hi! I'm just passing by to announce that I'm joining deadknife in this map project, I'll be doing the detailing for the most part, here's what I've done so far (It's a blockout of the detailing).
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Sorry for the inactivity, we've been busy, but here's a workshop link for you guys to walk around our level: