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  3. sir goober

Posts by sir goober

  • de_Vice

    • sir goober
    • September 17, 2019 at 10:54 PM

    Jeez, it's been a while since I last made any update... But development on the map is not dead!!!

    I've been slaving away on this map for a Long time, and now it's time to finally show what I've done.

    I took the screenshots in hammer itself, but it'll still look pretty.

    So 2 Major things were changed!

    A ) I reworked the chokepoint at Bombsite A since I wasn't too happy with it because I lazily put it together and it all looked messy (it was the last part of the layout that was made)

    B ) I've done some detailing on a few parts and focused on it to really nail the theme that I wanted, and I believe it worked out nicely!


    Here's the re-worked chokepoint for Bombsite A:

    Spoiler

    So it flows waaaay easier than the previous version, there's still the one-way drop in the last image, but everything is overall much better than before!

    If it's hard to imagine what the changes are layout-wise, here's the radar (bottom left portion)

    Spoiler


    After the chokepoint was re-done, I worked on detailing a few spots on the map, and I'll let the images speak for themselves!


    T Spawn:

    Spoiler

    CT Mid:

    Spoiler


    Overall, I'm starting to get way better at detailing without sacrificing gameplay! Recently I realized that playing on this map was a little dull, so I've been working at trying to make it fun, and the update at Bombsite A is the result of it!

    P.S. the new assets are from FMPONE's de_santorini (they work really well with this map =-])

  • Oasis

    • sir goober
    • August 30, 2019 at 7:46 AM

    loving this so far, can't wait for more =-]

  • de_Vice

    • sir goober
    • August 12, 2019 at 9:04 PM
    Quote from Interfearance

    9 minutes ago, Interfearance said: IMO the map would still have a unique feel if you swapped the blue lights for their real colors.

    what do ya mean by real colors?

  • de_Vice

    • sir goober
    • August 12, 2019 at 8:49 PM
    Quote from Interfearance

    7 minutes ago, Interfearance said: 0 341 0 -35 201 211 224 45 68 72 115 100

    Its for a night effect

    mine is actually very close to that

    0 341 0 / -35 / 213 200 223 38 / 78 87 126 25

    guess I gotta bump up the ambience

  • de_Vice

    • sir goober
    • August 5, 2019 at 3:54 AM

    Alright fellas, it's been too long.

    W a a a y too long without a new update.

    The map looks completely unrecognizable (for the better). The lighting has been fixed, now emitting a cool cyan/purple glow throughout the map, instead of the blinding pink (no idea what I was thinking when I made that).

    1 last thing before showing you all the screenshots, I usually test on the fast compile, meaning lights aren't as powerful. So when I compiled with HDR, the lights may be a lot brighter than I intended... But shouldn't really affect things!

    So here ya go.

    Spoiler

    So a bunch has changed, hopefully these lovely screenshots will encourage you to test this map out =-]

    oh, and how could I forget? Here's the link: https://steamcommunity.com/sharedfiles/fi…/?id=1802024714

  • de_Vice

    • sir goober
    • August 1, 2019 at 5:10 AM

    So I'm working on the lighting issue, and I believe I have made some great improvements!

    but before I go fix the entire map, I worked on one spot to see if it would look good. Gotta say, I'm liking it!

    Spoiler

    So I made one spot with a very clear and nice cyan color, while one part is that a e s t h e t i c deep purple color (combined with some detailing)!

    Should I continue using this combination? I think it's a lovely fit! =-]

  • de_Vice

    • sir goober
    • July 31, 2019 at 8:43 PM
    Quote from El_Exodus

    20 hours ago, El_Exodus said: Man the lighting still hurts my eyes.

    Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh.

    Use your references properly and analyze why they look the way they look.

    yea, im fully aware of the lighting issue, it'll be fixed upon the next big update ?

  • de_Vice

    • sir goober
    • July 20, 2019 at 5:04 AM

    Realizing that it's been some time since the last update, just making a little one to wrap up some concerns.

    - Yup, I've done some rework on the lighting so it isn't burning your eyes out. (Always make sure the lighting looks good in a normal compile instead of the fast option)

    - The Radar is fixed after some odd bug messed it up slightly

    Radar:

    Spoiler

    - And I've detailed 2 parts of the map so I can get an idea of how the map will look and feel

    Chokepoint at B:

    Spoiler

    (Yes, I forgot to get rid of those few extremely bright spots)

    Chokepoint at A (I'm too lazy to compile the map and wait 2 hours to get a few screenshots):

    Spoiler

    So not that exciting of an update...

    ...

    But!

    The workshop version of the map will be updated very soon, so you all can play without getting your eyes burnt by the lights!

    https://steamcommunity.com/sharedfiles/fi…/?id=1802024714 Here's the workshop =-]

  • Swamp

    • sir goober
    • July 19, 2019 at 12:12 AM

    Gotta say, this one is gonna be somethin' special. =-]

  • de_Vice

    • sir goober
    • July 13, 2019 at 10:20 AM
    Quote from NikiOo

    34 minutes ago, NikiOo said: There is so much pink, man. I'd change at least half of all those lights you have laying around to sky color blue, and leave most of the spotlights pink.

    I think the interiors, especially should rather be 100% blue, instead of 100% pink.

    Also I think it would benefit from a bit of simplifying. Especially the T routes to A are super convoluted and confusing.

    Quote from Ynel

    23 minutes ago, Ynel said: Even if this is a cool idea, my head just hurts from these colors... Please turn the contrast down a bit.

    yea...the final compile I did had the lights shine WAY brighter than the fast compile i use 99% of the time. I'll have it scaled down a lot by tomorrow.

  • de_Vice

    • sir goober
    • July 13, 2019 at 7:45 AM
    Quote from Byron

    9 minutes ago, Byron said: The workshop version isn't packed, so all the tree models are big error boxes :(

    Just found a quick tutorial (an absolute miracle), and was able pack up the models. Hopefully it's fixed now!

  • de_Vice

    • sir goober
    • July 13, 2019 at 5:27 AM

    Alright guys and gals, the time has come... de_Vice is now up and ready to be tested!

    I realized that I had spent more than a month making this beautiful thing, and I've been waiting for this day to proudly announce it's arrival!

    Here ya go, a gift from me: https://steamcommunity.com/sharedfiles/fi…/?id=1802024714

    No, go ahead. It's for you.

    couple of pretty screenshots:

    Spoiler


    now I sit back and R E L A X ...


    p.s Custom Tree Models made by catfood (good guy)

    =-]

  • de_Vice

    • sir goober
    • July 10, 2019 at 3:14 AM

    What a goofy week I've had, which was mostly spent on this silly map. So after all this time, the main layout is finally complete!

    After listening to the many hits of Phil Collins, I had a great idea for a Bombsite B, and everything else fell into place.

    straight to the point, look at these screenshots I took of the new bombsite + T spawn (don't worry, CT spawn is made)

    Radar:

    Spoiler

    Sheesh, what a complicated mess...

    Now, I have experimented with the Tar auto-radar generator, But i'm having problems with it, so that'll come soon =-]

    Bombsite B:

    Spoiler

    Quick snippet of T spawn:

    Spoiler

    So after a month of working, the map is Almost ready to be sent to the workshop!

    I just have many many bugs to fix... mostly with the radar.

    The map will most likely be posted within the next couple of days =-]

  • de_Vice

    • sir goober
    • June 26, 2019 at 9:06 PM
    Quote from blackdog

    5 hours ago, blackdog said: I imagine that if you want to achieve a heavy styled look you should use colour correction and not crazy lighting. That kind of stuff should be used for spots on the map

    Jeez...had no Idea that color correction was a thing...This changes everything!

    this is way better than just spamming lights! Thanks for the tip, buddy. =-]

    Spoiler (its not much of a difference, but i'm still trying to learn how to use color correction properly =-])

    Before:


    After:


  • de_Vice

    • sir goober
    • June 26, 2019 at 9:06 AM

    Hallelujah, an actual update! I gotta say, i'm quite impressed with my self about this one. Update #3, Bombsite A

    Production on this one was weird, I spent hours on end staring at the screen planning out on what I should do, trying several layouts that just didn't satisfy me. Then out of no where, while listening to the popular hits of the 80's, an idea popped into my head. I couldn't let this one disappear, so I built the main layout of Bombsite A in a 10 minute burst of energy!

    Cathartic? Yes. I sit back and view at what I made, and this is what I got:

    Bombsite A itself:

    Spoiler

    Terrorist Route to Bombsite A:

    Spoiler

    "Mid House" to Bombsite A:

    Spoiler

    Radar Overview (unpolished) (full of menacing trees) (unprofessional) :

    Spoiler

    So after an intense workout of my two hands, Bombsite A is crafted. Now that leaves Bombsite B, which already has a lovely route in progress!

    Mid to Bombsite B route:

    Spoiler

    Oh sweet jesus, I've gone overboard...

    4am, I sat back in my chair looking like this...


    So that wraps up Update #3, I need some sleep...

  • de_Vice

    • sir goober
    • June 21, 2019 at 5:44 AM
    Quote from OPzy

    1 hour ago, OPzy said: I really like the theme of this map, could we be seeing a full layout soon?

    I would say within this week or next week. if later then assume I gave up on the map =-]

  • de_Vice

    • sir goober
    • June 20, 2019 at 9:49 PM

    So I've finally made the middle of the map, after many nights filled with blood, sweat, and tears.

    And after some adequate testing of the layout and all that jazz, I worked on making the M o o d and A e s t h e t i c of the map, since it would most likely be the main reason this map would get attention.

    Probably gotta add more lights in some spots, since the visibility can be a bit dark in areas. So here are the fruits of my labor.

    It's not much, but its a start.

    Spoiler

  • de_Vice

    • sir goober
    • June 5, 2019 at 10:58 PM

    hopefully nobody has made a map inspired by the A E S T H E T I C of the 80s retro culture.

    ...

    and hopefully its "Exotic" enough to meet the competition's requirements.

    so the theme will be pictures i've found on google and whatever I can remember from watching the movie Scarface (recommended)

    and here are my findings:

    Spoiler

    So God give me strength, since this'll be quite the challenge.

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