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OrnateBaboon

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  1. Like
    OrnateBaboon reacted to Edude in Classified   
    There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.


  2. Like
    OrnateBaboon reacted to Quotingmc in cs_ivory   
    Progress continues! Everything is still a work in progress but I can feel the progress in every compile. I have adjusted the sky a lot and am still fine-tuning the colours. The map is now a lot greener overall to break up al the orange rock and wood. The interiors are also developing but I still have a way to go in selling an African feel to them. As always, comments and constructive criticism are much appreciated!




  3. Like
    OrnateBaboon reacted to untor in Swamp   
  4. Like
    OrnateBaboon reacted to Squad in Mustang (formerly Everest)   
    I haven't been very active in this topic so far, that will probably change in the coming weeks 
    Recently @grapen remade the skybox.
     

  5. Awesome
    OrnateBaboon got a reaction from mtchromatic in [CS:GO][WIP] Trailerpark   
    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
     
     










  6. Like
    OrnateBaboon got a reaction from mtchromatic in [CS:GO][WIP] Trailerpark   
    Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile.
    RaVaGe  - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!



  7. Sad
    OrnateBaboon got a reaction from Rump3L in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  8. Like
    OrnateBaboon got a reaction from TECHNICKER in De_cache WIP (new version)   
    I am beginning to think FMPONE is not one guy, but a group of mappers toiling away in a lab to bring us great looking levels every few months. Seriously great output!

    Regarding the modelling stuff. I am not sure the map really needs much more in that department. It has a clean and tidy, yet detailed look all round, while crucially, preserving the layout. Very closely it seems too.

    I am sure an artist could help with a lot of things like 3d sky meshes perhaps, and some other bits, but it is not a map that I look at and say, "needs more meshes". To me, it looks like you have done what should be done. Took a clan map that was quite basic visually, and turned it into something impressive. All while maintaining all the key components required for competitive play.

    I also like how a couple of the screens come across as bravely minimalistic - similar to a lot of professional maps, which avoid clutter and over the top detail in places that see a lot of combat.
  9. Like
    OrnateBaboon got a reaction from TECHNICKER in [CS:GO Wingman] Luxury, Terracotta & Delta   
    If I were to give feedback, I would suggest working on the "Luxury" map, with a view to completing it. Definitely the most interesting to me, and also the most complete.
  10. Like
    OrnateBaboon got a reaction from ElectroSheep in [CS:GO][WIP] Trailerpark   
    Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile.
    RaVaGe  - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!



  11. Sad
    OrnateBaboon got a reaction from Interfearance in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  12. Sad
    OrnateBaboon got a reaction from That50'sGuy in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  13. Like
    OrnateBaboon got a reaction from That50'sGuy in [CS:GO Wingman] Luxury, Terracotta & Delta   
    If I were to give feedback, I would suggest working on the "Luxury" map, with a view to completing it. Definitely the most interesting to me, and also the most complete.
  14. Like
    OrnateBaboon got a reaction from RA7 in [CS:GO][WIP] Trailerpark   
    Map has been released.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1668367393&searchtext=
    There will be bugs etc, but we wanted to get it out for feedback. Expect a lot of polish, and thank for all the feedback so far. If you have any issues, especially gameplay related, let us know!
  15. Like
    OrnateBaboon got a reaction from slavikov4 in [CS:GO Wingman] Luxury, Terracotta & Delta   
    If I were to give feedback, I would suggest working on the "Luxury" map, with a view to completing it. Definitely the most interesting to me, and also the most complete.
  16. Sad
    OrnateBaboon got a reaction from esspho in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  17. Sad
    OrnateBaboon got a reaction from leplubodeslapin in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  18. Sad
    OrnateBaboon got a reaction from Lizard in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  19. Sad
    OrnateBaboon got a reaction from blackdog in [CS:GO][WIP] Trailerpark   
    Thanks for all the feedback and bugs everyone. Will come in most useful!
    Not quite design related, but more a "pimp your workshop experience".





  20. Like
    OrnateBaboon got a reaction from CWardee in [CS:GO][WIP] Trailerpark   
    Map has been released.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1668367393&searchtext=
    There will be bugs etc, but we wanted to get it out for feedback. Expect a lot of polish, and thank for all the feedback so far. If you have any issues, especially gameplay related, let us know!
  21. Like
    OrnateBaboon got a reaction from CWardee in [CS:GO][WIP] Trailerpark   
    Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile.
    RaVaGe  - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!



  22. Like
    OrnateBaboon reacted to Minos in Kaizen   
    Looking great!!
    One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.
    You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!
    Here's an example of how we did this in Lijiang Tower in Overwatch:
     
  23. Like
    OrnateBaboon reacted to Andre Valera in Kaizen   
    etc. also known as constant updates, bug fixes, sleepless nights wondering "Why?" and the simple solutions that follow. 
  24. Like
    OrnateBaboon reacted to Roald in [CS:GO][WIP] Trailerpark   
    So I walked arround on my own and played with bots.
    - First the positives: the map looks amazing! I think the overal layout is pretty interesting. I love how B is short range friendly and A is more medium/long range friendly and so is mid. 
    - I have to agree on DMU. It feels there are too many paths and there is also too much going on. A vent here, 14 window jumps there and 10 door entrance here and there. I feld really chaotic playing this map and perhaps its just me, but I think it's also part of the design.
    - I think each area should need some more identification (which isn't easy on a trailer park concept) The spawns feld really satisfying, especially CT spawn with the beach and factory building which are so much distinctive of the rest of the map. So did T spawn really with the outsite area and the cool big sign/woden structure. But once entering the actual map it feld like a maze to me. I knew where I was going, but when taking over a bot I was very disorientated. There are just so many small alleyways and so much interiors to go trough which I personally didn't liked. I prefered the more outsite open areas overall.   
    - I feld the open window holes inside the trailers were wrong. They feld and looked unnatural but most important I feld I could jump there, it would be a playable area but then it's not. Rather put a actual window in the holes and add some curtains and stuff to make obvious it's background and u still can look trough and find some background details if you want.   
  25. Like
    OrnateBaboon reacted to dmu in [CS:GO][WIP] Trailerpark   
    Overall the map is amazing, but I've found a few problems here and there.
    1. There are a lot of unclipped props, like the toilets at A long and the feet of the large tower at B, while this doesn't give much of an advantage it can be confusing and get in the way of gameplay.
    2. If you look at some sections of the skybox from inside of the level, there are quite a few fairly noticeable seems in between the mountain textures.
    3. Gameplay wise, I feel there may be too many routes, though I have not play tested the map so I maybe wrong. I fear that the T's may have to much control over the map from the beginning, leaving too few options for how CT's can push and play on the level.
    Congratulations on the release and I am excited to see you continue developing this level!
    EDIT: Remembered another problem. All the flags and the wind wheel are facing different directions, and in some places two flags can be seen facing two different directions simultaneously. This really messes with my sense of realism when playing this map.
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