-
Posts
190 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Deh0lise
-
Something new and a fast(I hoped) port of rails with minor changes. Facing more challenges than expected though.
-
Thanks @Lizard!, difference among the ones I was looking for is narrow, a 4060 ti seems good enough. That's a good reference @Serialmapper, thank you, I can wait 2h. I just don't want to leave it at night to compile (like in old css days).
-
I have the same issue as the OP, old PC (GTX970, i7-4790K) and changing it would be only because of mapping, not for games. A new 4060 would be enough and fast compillng? (with bottleneck on PCIE 3), or it would take ages to compile?
-
Looks really cool! I particularly like a lot bombsite B, quite interesting height levels. Too bad there was manipulation in the workshop... but luckily looks like it is getting the attention it deserves. Really good work, keep on!
-
There are very big sight lines in the two bottom parts of the overview you posted. That will cause optimization issues and may not create a good sensation for players (running long corridors) and may even make enemy players too small in the distance, thus giving awps a big advantage. I haven't played it, I don't have much time, but It would be nice in order to receive good feedback to stamp A/B site on the overview, give a small description of the images or post a video. I know it is not nice to recognize, but many of us are lazy or don't have much time or interest to answer layout threads because they take a lot of time and thought. Once you've got a full functional version you may want to test it with players and ask about their feelings, or exchange thoughts about mutual works with other mappers. Not many people give their time for free for something as time consuming as layout design, so the best way to receive it is reciprocity or hype. Good luck!
-
@TheGuma Seen it already, reddit never fails. @onebit Thanks, I'm fixing some of those unreachable spots and adding some clips to prevent players from getting outside the map.
-
I did it indeed. Add me in steam @Deh0lise!
-
I thought about that long ago, but it would be nice if it was VALVE's idea, centralized and rewarded a % in case the map chosen for an operation contained your assets. In my case I don't think I'd pay for assets as it is a hobby and I like doing them myself (and learning), but I wouldn't mind sharing revenue in case of collaboration, but buying them directly... I don't think so.
-
Temple of Utu - Unreal Engine 4 env for Polycount's Throne Room contest!
Deh0lise replied to Minos's topic in Level Design
Good job! I've been looking all submited entries and yours is the best imo, I'd love to sit there! -
Yes, that and neons are good ideas I'm working on though I don't have much time besides weekends and there is more stuff to do. I've already made the new radar, fixed the hanging cables, modified the new route entrance to make it obvious for players, reduced snow on B to lessen the temptation of jumping over the train, modified the new broken corner to make players show the hole body when sniping, fixed clips... currently i'm tilting b letters and adjusting rooftop models in middle and A... a lot of work that is less obvious in the screens but pays off when playing. El Moroes also suggested about snow on vegetation, and it's something that might improve it and I agree on (a lot of work though!), but green or another more shiny color is needed. If there was no green it would feel too sad and boring. The colors used are white-brown and green, leaving this one out would make it look like an "old nextgent" brownish game. Imo, the clash is because we're used to very cold places with no vegetation in most games (i.e cod maps filled with ice cicles and snowy storms), but snow doesn't kill every plant once it touches it, it may just be the first snow of winter. For example I saw snow in Barcelona with green plants and vegetation (not common). The clash may depend on you experience and may even be good to attract those who are not used to such environment. The color combination and mood is good imo.
-
I was reviewing old posts and looking all those guys behind the ball and I just couldn't stop thinking some of them will fall (or will be pushed) off the terrain. Could that be an option?
-
Congrats sjonsson those are very good news!
-
It's an env_steam, it doesn't affect visibility and adds a bit of movement to the area and a good callout name.
-
I've released an update, I still want to work more on it, but I've implemented some changes: http://imgur.com/5FREJaf,cMnojs5,QJmvx3v,4SiRMsv,zXS0GP5,VNGCnNg#0
-
I'm still working on the models, but I've got the gameplay set. As you can see I've already increased the cover on the site and differentiated the gameplay from train. CTs can access the bombsite using the backdoor which leads to the dark tunnel side (you can see some light on the round train). Going straight double doors wasn't very interesting gameplaywise. I'm going for the Detroit theme FMPONE suggested, though I'm not sure I'll be able to make neons, they require a lot of tris, between 2-3k, and I'm not sure how it will hold. I have some placeholders now (hotel sign, russian sign). I've also changed some decals for guidance, fixed clips, changed lights etc. I'm not gonna eliminate/move the 'trap vent' in A as it is placed there so it can be controlled easily by CTs, currently the balance of that site is fine as it is imo. I've added a yellow decal though, but it will still be closed as it is interesting for Ts to know when it is open and breakable sound does really help. The vent itself is not just to boost but to retreat as T, sneak as CT behind Ts, throw nades@site... moving it or placing a ladder would diminish the predictability and the way it was meant to be played, though I don't discard further modifications after testing it several times.
-
You've nailed the materials, and there a re very nice details all over the map, Good job!
-
I love that first shot.
-
That's a LOT of good feedback! gotta work. Thanks ^^
-
Not saying theme is not important, just that it really wasn't my focus when I started it, the public target didn't really mind it (you probably know already some old players and their mindset) and I didn't have the tools to make it unique back then (i.e 3d package) besides texture work (I used to extend a current theme). In fact, the map I'm working on has that issue solved from the start, it's something I'm aware of despite I didn't fix with rails. I agree that adding landmarks that remind of real locations can increase the desirability of the map by fulfilling fantasies and adding a bit of storytelling within the map itself (not just the description). That's something I could work on with Rails, I just didn't see myself remaking the whole set of textures plain/washed out following the current trend and revising the whole theme again. I'm open to suggestions and I don't discard working more time on the map. I've updated it not long ago and I'll probably do it again (I've fixed stuff in hammer already) not just for gameplay reasons but to implement some suggestions like yours, that's fine. I'll totally check your insights tomorrow and think about it. Thanks for the time & insights
-
No problem. Some have more work than others, which are based mostly on a photo (v.g snow):
-
I am aware of the current trend on level design in CSGO, the clean looks with almost no detail on the textures but normals or the blurry/washed out textures in the new de_train. Regardless of that you have to take into account this map has been in development for very long and because of that the art direction doesn't follow such style as it wasn't trendy by then. Both maps resemble old games color palette, being rust more obvious to hl series, for example. As I come from CSS I knew what the scene demanded back then, 1.6 style maps with minimum amount of props and few basic textures all over the map. That's why you may look back to my old map de_rust and feel like it is empty or de_rails and feel like there it is too detail texture wise (the amount of props and details are posterior work I did in order to make it appealing to current standards). As the direction was towards a more detailed style in textures you'll notice visibility is taken into account by using a strong contrast and not by reducing the amount of detail on them. Snow and white walls are a clear example of what I'm talking. Imo the best way to improve visibility in this point would be to make custom player models with a different color (yellow, orange, red etc) thus not getting rid of the art direction over the map nor the "realistic" texture style. I'd say even more, I'd like that to be viable art direction in our maps as not all themes are suited for the clean style you mention (season, agency etc), and I like the old dirty looks. Meanwhile, the player models I've chosen have not just white parts but dark ones and I had no difficulty spotting them, but I don't discard those playing for the first time may not know how the map plays, where player might be at and because of that will take them 0,2s more than it would take them if the textures were plain, so they will blame enemy's frag on the map (or the mouse, latency, teammates etc). That's how cs has always been. Regarding colors, you may find comments on previous versions of the map stating there was not enough color variation, and it was true. Regardless of the details/brushwork I added to upgrade it to the standard level of details, I've just increased the amount of greens as planed and added few touches of orange for places I thought it would fit and would require attention. When I said I may think about adding more color was precisely for that reason, increasing orange in signs/bombspots or just placing pipes to make it easier for 1st time players to notice those CTs sniping in spawn (like I did with the light there). Imo the colors chosen are fine and not frequent, despite players tend to prefer warm palettes, specially those who have not as much sun as we do here in Barcelona. In any case it's mostly green-brown-white + purple sky&lighting that sets the mood. More than the theme it was the mood what I was aiming for, and I like it. The theme is not different than train, I could place some Russian signs to call it a russian trainstation but it would really add much value to itself. To me it feels lonely, cold and far away from the city (some players even told me without asking it felt like there was a dormitory town in the skybox). Also the whole map theme is consistent, you can't really say you are in a different place at all (that's something I didn't like in the new train with the scifi part for example). I agree I could've added some iconic stuff to blow up like toxic wastes or a statue, but by the time I started I had no 3d package (so I wasn't planing custom models) nor didn't matter much, I can arrange a story behind like this: "Abandoned in the old train station lies important evidence that may incriminate the main opposing political party in criminal activities. The government has sent the special forces in order to secure this information and disclose the information to the public before the elections take place.". In the end great maps like dust2 or yours de_cache are quite similar, and nobody really cares in the second match. I appreciate the feedback FMPONE, it is something I'm aware of and I'm taking into account for the map I'm working on right now, but I'm not sure if blurring all the textures of de_rails would be a good idea. P.S There are some bumps around (v.g white wall, snow...), but as the textures are not plain color/washed out it is not that evident. You may try the commands to see the difference, you'll see it is not huge as there is some shadow information in the color map, but they really help. Thanks!
-
It's ok catfood, I appreciate it. I got used to how it looked but you're right, it needs something else. I thought about adding some letters over the upper concrete beam as I used the light just to guide players view above because of CTs. -I like the left vents with some particles/envsmoke, it's a good idea I might implement. -The box below is something I didn't want to add in order not to give too many hints about going above the wood plank thus making smart Ts work as a team boosting and having an advantage (just like the old dark crate in d2 circular stairs). -I'm not adding the tree as I don't want any prop on the ground over there and might look strange from another spot if it is over the roof, but something there might prove useful for the composition. -The A sign might be useful, also a B sign over the far metal door, but I didn't want to encourage Ts to go middle aggressively, specially the first time they play the map, getting through mid is not as common as it is in cbble for example. Middle routes are secondary, mostly for support. -Cables and ac are nice, and adding some colors with stripes or pipes might be fine too, I might try it. -The window's frame is something I agree and I have already tried with brushes but was badly lit, I should probably have to make a model to make it look pretty. Thanks
-
Oh man, I'm doing a prison too! my layout is quite different, though I'm using alcatraz's yard reference too (heavily modified). Mine is kinda strange right now, so I don't think we will overlap much In general lines the layout looks ok (besides lines of sight that seem off in some spots), but I'm not sure how your underground paths are connected based solely on the drawn layout.
-
That's better, small and simple but more interesting. I'd make the doors path shorter, no one likes such paths. Play with diagonals to make it not look like a box. Maybe an inclination in the middle of the map could be interesting, and different heights on bombspots, by now they're still a plain floor with boxes (changes are good, but the planting area remains like that). Define the theme of the map, think about certain unique elements that would fit and create a game mechanism around them within the bombspots or paths. I wouldn't go for boxes if I had the chance. Keep on!
-
I've updated the map fixing respawn times and adjusting the middle issue we talked before. Now once you cross the door in middle there is a roof above, so you are covered and "safe". Also Rotation times between bombsites have been reduced by adding another route in B. Attacking B should be easier now as it IS be possible to coordinate two attacks at the same time without crossing middle, faking/switching bombsite will also be easier. Besides the aforesaid, I've also made few minor fixes like clipping, prop placement (flying) etc. DL: //goo.gl/Cy8SpV
