Jump to content

VIOLATION

Members
  • Content Count

    88
  • Joined

  • Last visited

  • Days Won

    9

VIOLATION last won the day on March 27 2018

VIOLATION had the most liked content!

3 Followers

About VIOLATION

  • Rank
    ___

Profile Information

  • Location
    USA

Recent Profile Visitors

3,517 profile views
  1. can't say much without running around but just some stray observations/ideas: The circled area seems obsolete to me seeing that it doesn't connect to anywhere else and I can't really see it adding anything to gameplay, at least from just the overhead layout. Likewise with A site I'm a bit weary about there just being one entrance to the site with T's having to completely backtrack all the way around a very long path if they fail to push and want to rotate to B. The line path I drew is a highlight of just how long and convoluted that path seems to be for a player. The entire pink area with the square hallway (right next to T spawn) doesn't seem to have much of a strong purpose either if they can drop into B from that much shorter route above it. To have a path that dumps you in the middle of the bottom orange path doesn't seem to be a path anyone would take if a team controls enough of mid to be able to take that center pink route in general. Instead having a path similar to the ? one I drew (and maybe avoiding such a long sightline) might make a bit more sense and be more viable. I will say that I think the area of the B site looks pretty interesting though from just seeing the overhead so that's a bit of a plus Keep working at it though I think there's some interesting ideas you've got going on for only a first map
  2. Well they're certainly not supposed to be a finished product. Most things I do usually begin with a small section block out that I get carried away detailing to get a better feel of what a more finished area of the map would look like, then I drop the project and move on
  3. New round of random scenes I've done that most likely won't go anywhere further First is based on the Kensington/Badlands area in Philadelphia: Second is one of many iterations of a coastal English village I've wanted to expand upon and have made versions of for ages: (Cheers to de_highlands + ElectroSheep for some of the models in the latter screens -- starting working on my own inspired models last year but had yours as placeholders)
  4. VIOLATION

    [Wingman] Turnpike

    Great looking work as always! Excited to try it out.
  5. I like the direction you're going but just as a general thing to notice without playing, I feel like the layout is a bit too complex, especially over on the right side. I'd have to run through and test it to see what I think would be better, but it definitely seems like there's too many routes and options all around the map atm. Otherwise nice work so far, really liking the look of the more-detailed barn scene!
  6. VIOLATION

    De_Uprise

    I think the map would have seriously benefited from having the sun angle be a lot more steep. Some of the street level shots are so dark you can't really make much detail out + I imagine it might be hard to pick out players. Otherwise though the setting and colors are definitely unique
  7. cs:s version was made by valve/turtle rock studios
  8. VIOLATION

    [CSGO] de_ruby

    Just had a quick run-through and I have to say the artwork and detail in this is incredibly stunning. This is by far your best work to date and I am simply blown away by how much effort and time went into this. The murals and road patches/blending/detail are definitely my favorite smaller details. Absolutely fantastic job man you deserve all the praise for this
  9. Made a few quick changes, thanks @Roald + I have a few others in mind but I'll hold off on those Probably will submit for playtesting soon, though I barely have freetime so if I end up doing it I might not be able to make it, so I might just hold off on playtesting in general
  10. In between the chaos of my uni work I decided to take another stab at making a defuse layout while also juggling some wingman ideas and a few other miscellaneous levels and stumbled upon the beautiful little city of Chefchaouen as a setting. I've already gone through a few iterations of a greybox but I'm not really satisfied with the layout much (never was my strong suit) and instead of scrapping it entirely like I generally do I decided to turn to getting it tested. As always any and all feedback is greatly appreciated and encouraged. Overview WIP (just simple for now): And I couldn't help but prototype a few textures/art ideas in one section as well to get a feel for what the detailing might look like Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1343312702
  11. So glad to see more of this. Glad you're still putting work in, looking great!
  12. Honestly I wouldn't say it looks too bad, just that I've seen the blend textures used a lot before and that kind of takes me out of it. Generally I'd say the displacement work is really impressive, especially this shot here: I'll have to give it a run-through later, it's definitely an neat take on a defuse map but it does give me that sort of cs:s vibe
  13. VIOLATION

    [WIP] de_biome

    Looking fantastic, love all the little details you're working in, keep it up!
  14. VIOLATION

    [RELEASED] Fame

    Congrats on the release, looks great!
  15. VIOLATION

    Brewery

    Fantastic work on the assets, love all that black metal
×
×
  • Create New...