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OrnateBaboon

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  1. Like
    OrnateBaboon reacted to robert.briscoe in WIP in WIP, post your level screenshots!   
    Experimenting with a hand-painted art style in UDK without post processing or fancy shaders:



    Still got a long way to go, but it's certainly fun to do something non-realistic for a change.

    Only thing i'm struggling with atm is finding a convincing watercolour brush/technique in PS to paint my textures with.
  2. Like
    OrnateBaboon reacted to kikette in Geoffrey Rosin - Environment artist / Texture artist   
    Hey guyz !
    I've already post a lot of things here but I never talked about my portfolio because... well.. it was pure student crap.
    But I think I fixed that and now I'm glad to share it here, with the community.

    http://geoffreyrosin.com/index.html

    Props, textures, etc. The content is quite classical and I already posted the major part of my work into this topic : . But that's not a problem since I made a retake of each presentation. Now, the texture are showed directly from the engine.
    Some of the topics still W.I.P. and I don't finished yet to complete 1 of them ("Cimmeria" to quote just this one).

    Anyway, thanks for looking ! (And sorry for the crappy english, it's late here ^^' )








    (Yeah, I f*cking love blue.)
  3. Like
    OrnateBaboon reacted to Thrik in [Feature] Making a Map: CS_Museum   
    Following months of development, Shawn 'FMPONE' Snelling has released his Counter-Strike: Global Offensive map 'CS_Museum'. In this article he explains how he took a somewhat improvisational approach to its production, a risky way to map but one that ultimately paid off. Discover and learn from the various processes that went into making what is inarguably one of the game's finest-looking maps.

    Read feature »
  4. Like
    OrnateBaboon reacted to Squad in de_ali (working name)   
    Decided to not go with the 'new' environment lighting, since I cannot find a decent skybox that actually works to go with it. I did find some nice HDR skyboxes (right here, by Firegod522) and I picked one of those.
    I've been detailing the map some more. Mainly the ground/streets (since I've been pushing that off for quite some time), blocking of the balcony in a prettier way than the temporary fences, and other things.

    I also have a question, is it possible to have displacements not block light? I can't seem to find anything about that anywhere.






  5. Like
    OrnateBaboon reacted to Pampers in Creating landscape for UDK   
  6. Like
    OrnateBaboon got a reaction from FMPONE in CS_MUSEUM   
    Feedback based on the test:

    Plays awesome! Simple, yet with enough variety to remain interesting.

    The matches were super close all 3 times. Couple of 8-7's.

    Looks much better in game than in the images. Your screen taking skills suck!

    Excellent eye-candy/3d skybox.

    The huge bridge is epic!

    Love how all the custom stuff combines seamlessly with the stock content.

    It has a fricking T-Rex!


    Gameplay Issues

    I got serious FPS drops in the map, which meant I was often avoiding the more demanding areas.

    There is an invisible wall near CT spawn leading down the the left. Between a car and a railing if I remember correctly. Looks like the player can easily fit out here, but can't.

    A lot of corners and details need a clipping pass to stop the player from getting snagged - you probably know where these are.

    This might have been my lack of map knowledge, but I think some T spawns are facing the "wrong" way. It would be good if they all faced towards the museum exit, rather than the Hossies.

    The bots sometimes try and get out of the map, meaning that the player has to go and hunt for them. Have you used player clip in this area instead of ordinary clip (the red brush)? Bots will try and go throught the pink clip if they are used on walls.

    Just theorising, but I wonder if the map might be a bit T-centric if played on high numbers. If the T's all camp in the museum, and use the windows/exits to pick off players, it seems like it could be hard for the CT's to make it inside, or even close to the hossies.

    Art stuff

    Bloom is a tiny bit heavy in the interiors. Does give it a unique look however, but I think striking a better balance between aesthetics and player visibility is still possible.

    The lighting is a touch too yellow/brown on the outside, making it hard to pick out players.

    I totally understand why they have to be there, but the crates combined with the ladders leading up to the second floor look a little "convenient". I think the ladders and scaffolding would be fine on their own, but the crates make things look too gamey.


    Totally pedantic ass-hole mode!

    While it affords variety from the other raised platforms, I am not totally sold on the water section in front of the museum. It definitely provides for a nice unobstructed view of the museum, but when I first saw it in game, I thought it looked odd. Almost like "What is a swimming pool...filled with swamp water doing outside a museum!?" Might just be a personal preference thing though, and not a real issue. Perhaps others can chime in on this.

    The room with the hostages has a bit of a square feeling to it. I think it is because the ceiling is flat, and could very easily be dome shaped/octagonal, or something like that. Again, might be a preference thing, and making it any other shape might have that over engineered look.


    Anyway, I look forward to more tests . Would be good to get some snipers on the map as well to see if there are any areas or sight lines that feel too powerful.

    And if I made the map, I would be feeling like this:


  7. Like
    OrnateBaboon got a reaction from FMPONE in CS_MUSEUM   
    Great work, and congrats on the release!

    I will give feedback after the rescheduled playtest.
  8. Like
    OrnateBaboon reacted to Bunglo in totally random texture thread   
    Another:


  9. Like
    OrnateBaboon reacted to Bunglo in totally random texture thread   
    We'll see if I still think this looks decent in the morning:


  10. Like
    OrnateBaboon reacted to FMPONE in CS_MUSEUM   
    Hey guys, release time

    CS_MUSEUM:







    More screenshots can be seen at my portfolio.

    Layout:


    A hostage rescue map set in a Museum.

    "A creationist terror-squad has taken over the Hurg Museum of Natural History!"

    Thanks to 3DNJ and PENE are in order for their help with the map's art assets.
    The 3d models are by 3DNJ, you can see pene's texturing



    Please support the map and download at

    http://steamcommunit...s/?id=127012360
  11. Like
    OrnateBaboon reacted to d1ver in The Swamp   
    Hey there Mapcore!
    How are you all doing?

    I decided to finally put up online something that's been collecting dust on my hard drive for ages now:




    Swamp - YouTube



    I hope you enjoy!








    All texturing took exactly one week.














    I appreciate you taking a look! Thanks for your time!
    All kinds of crits and questions are very welcome.

    Cheers
  12. Like
    OrnateBaboon reacted to Rick_D in WIP in WIP, post your level screenshots!   
    de_favela

    on mapcore server, sent to Map Workshop, fingers crossed ol' buddies





  13. Like
    OrnateBaboon reacted to Kosire in de_vannah   
    de_vannah takes place at a hotel in Paris. The map is aimed at competitive play and is still a work in progress but I thought I'd start a thread on it!


    Bombsite A:


    Bombsite B:


    Mid/ish:


    Long:


    T Spawn:


    These are the first shots I've taken in-game since I did the lightning today, I can obviously see that I need to tweak those enviroment settings hard and use another color correction file instead of de_train. Everything looks so white outside

    Here is the layout from up top in Hammer:


    And the sketch:

  14. Like
    OrnateBaboon got a reaction from ChA1NsAw in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  15. Like
    OrnateBaboon got a reaction from Chimeray in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  16. Like
    OrnateBaboon reacted to cincinnati in de_souq   
    edit: moved updated images to OP
  17. Like
    OrnateBaboon got a reaction from ElectroSheep in [cs:go] Cs_siege_go_rc1   
    Congratulations on the release

    It would be nice to see some light shafts coming through from the windows in the warehouse ceiling (like on de_train), maybe even with some dust motes. Might not be good for gameplay, but sure could look good!
  18. Like
    OrnateBaboon reacted to KungFuSquirrel in koth_roundhouse   
    Hey guys,

    Some of you have seen me working on this off and on for a while, and I've finally gotten off my ass and put together the first playable alpha: http://www.button-ma...undhouse_a1.zip

    I'm hoping to get some games together this weekend, but feel free to also play it on your own - just send me any notes you have! Also, if anyone wants to host a game, let me know - I know we have a CS:GO server, but I can't remember if anyone runs a TF2 one as well.

    Here's what the current build looks like:




    Roundhouse is a bit of an interesting beast, and admittedly more of a technical geometry experiment than anything else (though I certainly intend for it to play well). The entire level is created out of axially-constructed instances that have been chopped (yes, the dreaded carve tool, put to good use!) along the edges. This allows me to build a nice, clean, on-the-grid level while still having a clean "curve" with no floating point errors. Here's how it works:






    Admittedly, the level is more detailed than it should be for being only just playable now, but part of the trial-and-error process of getting these instanced wedges to work properly required taking things a bit further to get a sense of how

    It is also a very flat layout, mostly by nature of it being a roundhouse (sorry, JeanPaul! you'll like my next one if I get around to it), but I've been working on getting some elevation into the interiors and spawn areas so it's not too flat.

    Some known issues right now:
    The back door clips up through the roof. I'm an idiot and forgot I copied a non-animated door for that one. Oops.
    The area behind the short side of the roundhouse is too empty, and that dump truck won't cut it. I'm playing around with a few options for more structure, but I'll have to be careful around the secondary spawn exit.
    For some strange reason, you can build on part of the low roof, but not all of it. Some segments work, and some don't. Probably some weirdness with the rotated slope vs. the collision check in the engineer placement code. One possible option is adding some little flat ledges a la the little planks that roofers put out, and limiting roof-building to those locations. Another is not letting engineers jump up there.
    There's some ugly displacement blends on the ground. The gravel/concrete blend is incredible valuable for hiding the texture seams and repetition rotated around the center of the layout, but I've taken it as far as the proof of concept and no further.
    I'm not happy with the big stairwell extending out behind the back entrance. Feels like it takes up too much X/Y space and makes an awkward extension from the building. If you have any ideas how to streamline this, let me know!

    Enjoy! I'm looking forward to finishing this one off.

    Edit: I should also add that I picked up this technique during my time at Gearbox from the illustrious Joe Swinbank - after making some neat circular stuff in UE3, I decided it'd be fun to see if the same concept worked in Source. It does!
  19. Like
    OrnateBaboon reacted to Minos in WIP in WIP, post your level screenshots!   
    It's UDK, I'm making all the textures and modular meshes myself except of course for the character (that's just a shitty placeholder to check out the scale. Will see if I can find a better dummy human model later).

    All the textures are 100% hand painted and the normals made in nDo. I want to see how far I can take this without using photos (will probably end up using a few photos just for subtle overlays here an there though). The diffuse maps are all WIP, still need to add a lot of small details for scale.

    Here's a quick mockup of the door diffuse, the brightness is all screwed up but I'm still trying to get used to how UDK handles textures:


    Progress is gonna take forever though since I never really have time to work long sessions on this
  20. Like
    OrnateBaboon reacted to FMPONE in CS_Museum by FMPONE   
    Hey guys!

    So it's been a little while since my last post, here are some things I've been working on. New skybox, and a preview of the interior (sans-Tyrannosaurus MotherFeckin Rex) (click here for my primitive concept art of that)





    In other news, PenE and 3DNJ are going to help realize some of the custom content for the map. My gratitude to them for that! You can see some of PenE's texturing in the interior shot (some of it is old yucky placeholder, though).

    What do you think?
  21. Like
    OrnateBaboon got a reaction from ⌐■_■ in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  22. Like
    OrnateBaboon got a reaction from Squad in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  23. Like
    OrnateBaboon got a reaction from Psy in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  24. Like
    OrnateBaboon got a reaction from -HP- in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




  25. Like
    OrnateBaboon got a reaction from Thrik in CSGO Bomb and Hostage Villa map   
    Hi guys, this is a map I began making a few days after CS GO shipped. I should have pimped it a bit earlier to get feedback, but it seems to have crept along at a steady pace, which I am really hoping will continue I should have a lot more time to do stuff on this (was recently working at Eurocom - eek!), and I think the map is at the stage where it has progressed enough to recieve constructive criticism.

    I have posted a breakdown of how I have got to the stage I am at now, which people will hopefully find interesting. Feedback is very welcome of course!

    So I began by looking at all of the CS GO assets, and decided that a Villa type of map could work, given that there are a lot of nice arch, foliage and boat models. To begin with, I searched for reference pictures, some of which are here.




    However, there were two that stood out for me, since they looked good for gameplay opportunities. The second one in particular I like, because it has a nice simple shape, a clean silouhette, and a lot of scope for expansion.





    I did a rough paintover because I could see various things that might work.



    Then began blocking it out to see if it will work themeatically.















    At this stage, I think the theme is working, so I strip things back, build the routes I want into the map (a garage, a cellar and a road) and begin refineing the building. I make the path in the garden curved because I know from the reference image search that a fountain or flower bed could look good at the front.









    I then get a bit side tracked by some other reference images that have a lighthouse attached to the building. I do some tests, but I think it looks a bit too busy, so remove it.











    At some stage I do a "Villa in Videogames" google search, and find the GTA tennis court one (which I think looks awesome!), so use the idea and fashion some routes out of the fences.







    I also find some good tennis court/swimming pool stuff.



    I then do some work on the interior to make sure the sizes are good enough for gameplay. I have tried to make the interior roofs as high as possible, so that throwing flashbangs and grenades is not a problem.



    Rest of the building at this stage, and a front back comparison.









    Comparison of the "paintover" and where I am now.





    I then show the map to someone at work, and they suggest looking at the Black Ops villa map, which I do. The Front of the building has a nice fountain, and steeple type of structure. I was looking for ways to make both sides of the building look different, and this gives me the idea to add something similar.



    And this is the stage the map is at now. Still lots to do - the villa building feels too BSP based and edgy, and a lot of details are missing in general - fountain, gazeebo, lighthouse in the distance perhaps, but the good thing is that finishing the map feels managable. I will be pushing for a playable build soon.




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