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Posts
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Last visited
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Days Won
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Reputation Activity
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OrnateBaboon got a reaction from jakuza in Anubis
Map is nice! Found some issues.
The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.
This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
There is a door to the left - but you can't really see it until you are right up next to it.
This bench makes holding and peeking from here difficult.
Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
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OrnateBaboon got a reaction from Vaya in Anubis
Map is nice! Found some issues.
The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.
This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
There is a door to the left - but you can't really see it until you are right up next to it.
This bench makes holding and peeking from here difficult.
Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
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OrnateBaboon got a reaction from Interfearance in Swamp
Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.
This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.
It can be quite hard to clearly see players here, especially up against blood stained walls.
This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.
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OrnateBaboon got a reaction from DutchCrazyGamer in Anubis
Map is nice! Found some issues.
The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.
This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
There is a door to the left - but you can't really see it until you are right up next to it.
This bench makes holding and peeking from here difficult.
Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
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OrnateBaboon got a reaction from untor in Swamp
Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.
This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.
It can be quite hard to clearly see players here, especially up against blood stained walls.
This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.
-
OrnateBaboon got a reaction from CuervoSp in Anubis
Map is nice! Found some issues.
The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.
This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
There is a door to the left - but you can't really see it until you are right up next to it.
This bench makes holding and peeking from here difficult.
Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
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OrnateBaboon got a reaction from jd40 in Anubis
Map is nice! Found some issues.
The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.
This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
There is a door to the left - but you can't really see it until you are right up next to it.
This bench makes holding and peeking from here difficult.
Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
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OrnateBaboon reacted to Roald in Anubis
Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job!
I think we can be proud of what we reached so far and looking forward to where we can bring this project.
The below screenshots do not do any justice to the actual beautiful footage ingame, so yeah check out the workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500
new workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984883124
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OrnateBaboon got a reaction from Interfearance in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
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OrnateBaboon got a reaction from Freaky_Banana in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from slavikov4 in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from Lefty in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from zombi in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from Vaya in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from RA7 in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from Mr.Yeah! in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from VIOLATION in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon got a reaction from Lizard in Chlorine
Map is nice, though I found that there are a lot of dark spots like this. There is an enemy over the crosshairs.
I also assume this is a valve problem and not a map problem - player models not holding weapons.
-
OrnateBaboon got a reaction from Gawshaark in [CS:GO][WIP] Trailerpark
I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.
The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for.
Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
General
Reduced the footprint of the map overall, which previously made the map feel "too big".
The sites were flipped on the radar. They are now represented correctly.
A full clipping pass has been added to improve player movement, and stop any exploits.
Trimmed a lot of the roof detail.
===================================================================================
Navigation
The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
All interiors have had a layout rework to improve movement.
A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
===================================================================================
Middle Area
The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
The CT entrance to mid has been reworked.
The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
The warehouse has been extended for better player navigation, and cleaner angles.
Walls have been added around the water tower to make sightlines cleaner.
Better cover for the approach to the B site.
===================================================================================
A Site
Fully opened the blue door near the vent to make access to the site easier.
Widened and simplified the path in the blue trailer to the site.
Altered sitelines from the vent to the site (can no longer cover the site from the vent)
Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
Blocked-off the small hut on the pink trailer.
Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
Reduced site radius to make defusing the bomb more likely.
Reworked cover.
===================================================================================
B site
Cover is cleaner, and there is now a safe plant spot.
Site radius reduced and made simpler.
Both T entrances from mid to the site have been reworked.
===================================================================================
Long
Replaced windmill with a trailer.
Adjusted the placement of the RV near the swimming pool for better cover.
Removed wooden roofover near pool, and replaced it with two trailers.
Reworked the path into the vent and breakable window area.
General visual improvements.
Added a van for improved cover.
===================================================================================
Vent
It is now easier to jump from the bin, into the vent.
Lengthened the room before the vent.
Made vent "tunnel" narrower, so it is quicker to enter and exit.
Reworked the interior of the trailer path to the vent.
===================================================================================
Storm drain/sewers
Changed textures, and basic clean up.
Widened entrance from T spawn to make the path feel more like a "main" route.
Made the eit to the site a banana shape for better timing.
===================================================================================
Terrorist Spawn
Added geometry behind and to the side of the spawn points to improve the visuals and readability.
Replaced the compound walls with wooden fences.
Made the immediate entrance to "middle" wider, and visually more appropriate.
===================================================================================
Beach
Improved rock placement in eye candy area.
===================================================================================
Cliff Edge
Reworked the entrance to the sewer so that it is more of a "banana" shape
===================================================================================
Window Area
Clean up of geometry so it is less busy generally.
===================================================================================
Warehouse platform
Added trailers behind plyer for improved visibility and cleaner detail.
===================================================================================
Deathmatch
Fixed broken spawns.
New spawns added to areas devoid of them.
===================================================================================
Misc
Removed a lot of the drains on the floor
Fixed lots of shadow bugs.
Improvements in the eye candy interiors.
Lighting improvements.
-
OrnateBaboon reacted to Quotingmc in cs_ivory
@Quadratic and I are in full-on crunch mode pushing to get Ivory in the best possible state before the deadline and I am very pleased with what has been achieved thus far. Here are a few of the last screenshots before the final release!
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OrnateBaboon reacted to JimWood in Mutiny
Mutiny has been officially released!
Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734
If you're interested in seeing some in-depth information about the map along with an interactive map, take a look here: http://jimwood.co.uk/mutiny
We've also added a trailer, check it out below!
Finally, here's a couple of the screenshots shown on the website:
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OrnateBaboon reacted to Lizard in Chlorine
Info:
Hello everyone! For the last few months me and @Thewhaleman have been working on our contest map called Chlorine. This defusal map is set in a recently closed and abandoned aztec themed waterpark. The map includes areas that support a variety of strategies and play styles to accommodate every type of player.
My goal with this map was to create a dynamic gameplay space that allows players to execute a variety of different strategies.
Chlorine features two bombsite that are distinct from each other in terms of gameplay style as well as visual direction. Bombsite A is located in the outside area of the waterpark, thus is more open and allows for more complex strategies. Bombsite B features more straight forward approach, being located inside a temple that almost acts as a movie set imitating a night settings with a starry sky.
Overview of the map:
Screenshots:
Workshop link
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OrnateBaboon reacted to jd40 in Anubis
Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline ?
A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
