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Everything posted by Hashtag
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Nice concept. However I am a bit frustrated to don't see an iconic logo like this one : http://3.bp.blogspot.com/-xHGZt3TMmgE/UojpYppRnRI/AAAAAAAAOi0/YcQZo5REMhw/s1600/Gulf-Nature+Overlay.jpg
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I think this kind of map packs are always nice even if maps are not new or if they don't suit to everyone. This kind of initiative are uncommon in the video game industry. Moreover Valve has never promised anything about the content of this pack, so I think it's difficult to criticize their choice. Just my 2 cents.
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Thanks for these new feedbacks. That's very helpful. Love, lolcats and chocolats to you.
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To organise a playtest via mapcore, you should try this topic :
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Ok I will simply remove this model to avoid the issue.
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Yea I think it were those. They clearly said trashbags, not cans or bins. It was always at the B-site. I'm not really sure since I haven't personally checked it they were static or not, but to cause the lagg, they must be a dynamic entity in a way. Ok thanks for the info. That's weird, nothing is dynamic in this area. I will investigate.
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Thanks for your comments ! The main part of your feedbacks will be fixed in the next beta. JorisCeoen> can you tell me more about the trashcans/bags ? Are you talking about the garbages on the screenshot below ?
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De_marquis_b1 Link to the map : https://drive.google...dit?usp=sharing (no workshop at this time; we would like to playtest the map via mapcore first) Here is few things to know about this beta1 : - the global layout has already been tested few weeks ago and reworked accordingly . However we're still opened to any feebacks regarding it - few BSP glitches to fix (misaligned brushes etc) - no ambient sounds implemented for now - many static props are still place holders (flat colors+ baked ambient occlusion) - Nav mesh needs to be reworked - Overall optim and perf look ok but can still be improved. We're waiting for you feedbacks regarding it. - Many clip collision to refine. Anyway, feel free to run the map and gives us as much feedbacks as possible ! We first want to test the map with the mapcore community before to officially realease it on the workshop. Thanks guys Cheers P.S.: do you know if we can change the name of a topic ?
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We use some CS generic content that we think could fit a french street set like this. But most of the content is custom. I would say about 75% custom art. ^ You plan to release that ? As Jpley said, no plan for now, but if people are interested by this, it should be possible to release something. I think we will take the name "de_marquis", but it's not frozen if it sounds unadapted. On our side, we liked this name because it's short, funny, related to a the subway of our map and with a french consonance. (the picture of the "Marquis coquinoux" from Moroes was also an excellent argument ) Thanks for your name ideas, we still are open for a change.
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If your future changes will take time, why to don't recreate a map inspired by this last one for a game like cs: go ? A lot of players will be ready to test and play to your map. Also, that could be more interesting for your portfolio to have a map for game more renowned.
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This new visual thematic looks good. About the layout and spaces, some interior parts are very narrow and a bit awkward (the small hallways, the underground tunnel, behind the counter ..) Also the exterior part could maybe have more verticality imho by adding some unflattened ground / small cliffs.
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Nice map.
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Pending the upload of the .bsp, here some new screenshots, with a better resolution :
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Ahah nice names I'm wondering, what's your thought about "de_france" ? This name sounds very weird and awkward to me, but that's maybe because I'm french .. OrnateBaboon> no problem for a new image, but only if Pogop release a new screen from Alien:Isolation :3
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Thanks a lot for your comments. The .bsp is coming. We will try to have a version this week. We hope, you will enjoy the layout. By the way, "de_streets" is a temporary name. We are searching a new name. Do you have ideas on your side ? PogoP> the only thing I added with photoshop is a "sharpen" filter. About the map itself, I'm using the PP from the map vertigo, which applies a small desaturated/cold color filter on the map. Seldoon182> ahah I tried to apply the rain some weeks ago, but the result didn't look very good. Maybe for a next map in ... England. Spherix> yes, the french garbages are really useful in any situations. Thanks for this feedbacks, we will have a look to this props. poLemin / iwxanthi> thanks for the comparison. I never played to COD. I just tried to play to BF3. Their Paris was impressive. leplusbodeslapin> I agree with you. The lighting is classic. I tried some different settings : sunset, night ... etc but I think that the better lighting and the easier to do remains this one imho. I have the feeling, that this kind of classic lighting is something which works well with source. An other kind of lighting seems to be harder to do.
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Hi, it's been a while since our latest post. We took in count your feedbacks from the latest playtest. We now have a similar layout with : - more covers on the path of the bomb site A - more covers on the path of the bomb site B - the bomb site B has been moved a bit (in the subway) - there is a new access to join the subway in the middle part - there is a new access to access to the bomb site A (via a ladder) - the map is brighter The purpose of this post is to organize new playtests. A new version of the map will be available soon. As usual your feedbacks in any domains would be really appreciated. So if you have time, feel free to test our map and thank you in advance. Here a visual update with new screenshots. A lot of props are still placeholder (still grey or in flat color), however I think that our actual version is close to a final result :
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Hi, I would like to reduce the field of view (FOV) to able to take screenshots without focal's deformation. After some researches, I found how to change the position of the player's hand or how to reduce them, but nothing related to the FOV. I wondered if someone know if a console command or if something exist to change the FOV in game ? Thanks
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Thanks for the playtest and feedbacks !
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rolfzomglol> thanks for the playtest of de_streets_beta1
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Cool, thanks guys. mr.P> We already have a tunnel which link the rail track and the bomb site A. It's a typical subway hallway in the aim to keep the thematic of Paris.
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No problem. Next time, we will take care of the contrast. Keep in mind we didn't really work the lighting. It's juste a basic sun to work; that's true our shadow are too dark. Seir > here a screen to show how we build our facades :
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Here is an update with some new pictures of our map. These screens show our "art" map where we work on textures, new props ... etc.. Many things are still work in progress and your comments are welcome. Our aim is to create a map based on Paris with new streets props and facades. (EDIT : screen update with less contrast) And if you have time, our gray layout (1rst post) is still in the testing phase. Your feedbacks would be very useful for us. Moroes> thanks for the tips, we should try this soon.
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I didn't know about the 1.6 map. Our layout is totally new. We are also currently using a temporary name. The map will have a new name as soon as we will merge our "art" map with this layout.
