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  3. Citizen_001

Posts by Citizen_001

  • Matinee

    • Citizen_001
    • February 9, 2025 at 9:13 PM

    Coming at you right before the phase 2 deadline with another big update for Matinee:

    - Added first pass soundscapes

    - Added first pass art on the main lobby and surrounding areas

    - Added ticket booth

    - Added critical popcorn butter topping dispenser

    - Improved clipping in areas

    - Added blinds to various windows to block bad angles in and out of main lobby

    - Lowered height of some cover near back wall of auditorium

    - Added proper sun and improved 3d skybox lightmaps

    - Fixed some extraneous geo and collision issues


    That being said, there are still parts of the map that are not visually complete, so I'll be taking that on the chin, but contest or not I'm pretty proud of what I got so far, and you will certainly be seeing me take Matinee to the finish line in due time. I've been working a more than full time job and have to cram in work when I'm not occupied with that, so I kinda anticipated the 6 mo. deadline might have been a stretch for a solo dev full art pass. Been awesome to be a part of this so far though.


    Workshop update is live!


  • Matinee

    • Citizen_001
    • January 10, 2025 at 7:12 AM

    Some more exterior work on the cinema itself. Also: real escalators! New version is up on the workshop now.

  • Matinee

    • Citizen_001
    • December 20, 2024 at 4:53 AM

    Going to be updating the workshop entry with a new version tonight. Arting up slowly but surely continues. More importantly I'm also experimenting with a couple larger layout changes in regards to recent feedback (and to hopefully slightly buff CT, and make main lobby feel a little less terrifying to attack):

    - Changed the stairwell to T spawn (to allow quicker rotations via jump ups to/from the second floor and less awkward access to lower main by T's),

    - Adjusted CT spawn + timings to give them full priority in main lobby and ever so slightly less priority in alleyway to squeaky.

    - Added planter jump-up to allow players headed back to CT spawn from shops a way to check for players camping main exit and give better offensive options.

    - Offset one side of the main theater entrance to allow CTs to more effectively check the angles one at a time (no more 50/50).

    - Nerfed upper main lobby concealment options and hold positions for Ts

    - Closed off window that allowed for awkwardly steep LOS between upper main and lower shops.

    - Clipped off the exit sign in theater auditorium (I see you cheesers)

    - Removed ability to peek below the projector in projector booth

    - Brightened some greybox areas that had temp lighting that was too dark

  • Matinee

    • Citizen_001
    • November 24, 2024 at 6:11 AM

    Been a while since my last update, I've been working away on wrapping up a first pass on all of the non theater areas. Here's some more (though still very WIP of course) fleshed out spaces including some layout changes to the stair area leading to squeaky and various other squashing of nasty angles.

  • Matinee

    • Citizen_001
    • September 25, 2024 at 7:01 AM

    Did some more work on the areas around CT spawn and parts of the parking garage. Also updated the workshop entry with the latest progress + 8k lightmaps. Did a little cleanup of the images and description of the workshop entry while I was in there too.

  • Matinee

    • Citizen_001
    • September 9, 2024 at 4:15 AM

    Slowly but surely, making progress on the surrounding exterior areas. Lighting and albedo is still very WIP being adjusted a lot atm to maintain clear readability of players.

  • Matinee

    • Citizen_001
    • August 26, 2024 at 9:44 AM

  • Matinee

    • Citizen_001
    • August 26, 2024 at 9:39 AM

    Feeling pretty stoked to have made it into phase 2. Been working on some of the outdoor exterior areas a bit recently and will probably update the workshop version soon with these:

  • Matinee

    • Citizen_001
    • August 6, 2024 at 9:19 AM
    Quote from cyn inc

    On 8/4/2024 at 6:59 AM, cyn inc said: This has been a very fun map to play and I adore the theme but I do have one nitpicky thing to mention. The addition of the awning over the stairs to the entrance is detracting from the visual impact of your building and the outdoor area. In the first screenshot you post of matinee the nice sweeping curve of the matinee skyline connects with the street curve at ground level by the stairs, which create lines that lead your eye between the two. The awning obscures too much of the matinee, disrupts the skyline, and breaks the visual connection created by the stairs. You could get rid of the overhead cover, or thin out the space it occupies. There's also an opportunity to add a sweeping curve to the street curb to complete the visual connection made by the stairs leading between skyline and ground.

    Really appreciate the thoughtful and nuanced feedback, I've been very personally torn about that awning lol, feel like I've toggled it on and off a thousand times trying to decided whether I want it. It creates a lot of interesting shadows I like overhead on the main entrance but I do agree with you, it disrupts certain shapes I found particularly appealing about v1. I probably can't say one hundred percent if it'll stay or go til I'm closer to the final version (I want to reserve that decision until I can judge how the visuals things look here when it's had an art pass), but I'm definitely leaning towards removing it 🤔.

  • Matinee

    • Citizen_001
    • July 8, 2024 at 1:40 AM

    Update coming soon with some detailing work in a couple spots, but here's a sneak peek:

  • Matinee

    • Citizen_001
    • June 17, 2024 at 9:43 AM

    Last of the big updates addressing the latest playtest feedback: - Walled off space above CT spawn - Added canopy to main entrance exterior - Fixed bullet penetration issues with escalator handrails - Removed cheesy angle under projector in booth - Clipped projector booth stairs - Improved angles and LOS on upper floor hallways - Solidified T hold angles on lower floor lobby - Improved clarity of where players will enter LOS on exterior lobby stairs - Added small inset to improve angles while holding auditorium lower entrance - Added small cover objects to lobby and upper floors - Removed the windows on the main auditorium doors Think things are feeling pretty solid layout wise, going to shift into some detailing work for the time being.

  • Matinee

    • Citizen_001
    • June 1, 2024 at 8:35 AM

    Dropped a big update for this just now addressing the latest playtest feedback:

    - Clipping pass on stairs, doors, and walls - Fixed bullet penetration issues on exterior railings - Removed one entrance to the auditorium - Added placeholder projection to screen in auditorium - Bunched up front seating group of auditorium, to accomodate smoother traversal - Added high cover and improved ability to push the auditorium - Improved flow of stairs leading from CT spawn to squeaky - Changed squeaky door speed to 200 (standard door speed) - Reduced variability of hostage spawns - Limited the playable area on upper floor of main lobby - Players can no longer jump from/defend from exterior windows on upper floor of main lobby - Improved problematic sightlines from exterior to interior of lobby - Added additional cover for holding hostage rescue zone - Rescue zone size reduced slightly - Rescue zone area now marked by red line/curb and decals


    Fun fact, with the added projected intermission screen now you can see when a cheeky sniper is in the projector booth and is positioned clumsily, casting their shadow and blocking parts of the screen:

  • Matinee

    • Citizen_001
    • May 13, 2024 at 4:44 AM

    A fast-paced hostage map taking place in a Cinema in Los Angeles/Hollywood. Terrorists face off against CTs to battle over hostages held in the auditorium and projection booth.

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=3245391564

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