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slavikov4

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  1. Awesome
    slavikov4 reacted to Corvus in [UE4] [WIP] Ryokan   
    Getting close to finishing this project 






  2. Awesome
    slavikov4 reacted to Rump3L in Freya [Wingman]   
    After slowly recovering from covid and digesting some beginner tuts on the custom assets part in the meantime, I decided to do a somewhat intermediate step with the map. 
    That is - a few preparation layers across the level to keep things organized and pre-planned for myself before diving deeper.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809
     
    Here a few images





     
    Full imgur album with commentary
     
    A few things to note:
    - simple brush placeholders across the map acting as a prop placement guide, basic outer shape and sizes ratio reference
    - added a layer of props that I don't feel like doing custom (chimneys, antennas, gutters, power boxes, lamps, curbs, wires etc.)
    - established area-based color coding across the map: 
       [blue, teal, purple] => CT area,
       [yellow, orange, tan] => T area,
       [white] => neutral areas, 
       [rose/pink] => unifying color, central area of the map guiding players in & out of the site on inner routes
    - I guess lower parts of some buildings will have to be split up for different supporting materials like stone/plaster/concrete otherwise wood all over the place could be an overkill
    - couldn't hold myself and already did the 3d skybox (there is still room to push it a little step further later on though I guess)
    - added the base of shop-windows in different spots across the map, these might prove themselves pretty beneficial for callouts later on (f.e. "shoes", "akevitt" etc.)
    - lighting will most likely need a little further tweaking later on once I add actual textures and snow on the ground (f.e. pumping up some lights even more)
     
     
    Feel free to add me on steam or on discord (Rump3L#8889) if you would like to test this level as well some time.
    Thats about it for now, thanks for tuning in!
     
  3. Awesome
    slavikov4 reacted to Corvus in [UE4] [WIP] Ryokan   
    Starting to detail some of the roofs. All of the texturing is done by using one trim texture for most of the geo. 




  4. Like
    slavikov4 reacted to esspho in Furnace   
    We released another small update and tweaked some things just in time for our slot on the mapcore faceit hubs.

     
    A big thank-you to all the playtesters! The feedback from last week's match made us change the connector in a way that hopefully gives CTs a stronger position against rushing Ts.

     
    We added a pillar to the upper canal area for more cover.


     
    We also went wild with walltags to help with communication and feedback.

     
    Thanks for reading. Have a nice day.
  5. Like
    slavikov4 reacted to zombi in WIP in WIP, post your level screenshots!   
    I'm learning editor for black ops 3 and I making simple house to practice. Still need tons of details, but slowly brush work and textures are finished.
     

  6. Like
    slavikov4 reacted to Terrasul in [CS:GO] de_Viejo_new   
    This map is a new layout incorporating some of the assets from previous map, de_viejo. The previous map suffered from layout issues which stemmed from me trying too hard to make it seem like a realistic city. For this map I decided to keep the bombsites and the theme, as they were what I was most proud of.
    Edit:Steam Workshop Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2402730401

    This is the layout I've finished so far. Mid is highlighted in green and the bombsites in orange. The lines connecting them are the routes the Ts and CTs take to get them, with the dotted lines signifying the route that goes underneath. I've numbered some of the confusing bits for clarity
    1. This is a one way drop from the connector to the site.
    2. This is a courtyard that serves a psuedo mid as it links paths from mid and both sites. I want it to serve a similar function to the bathroom in overpass, serving as a contact point before, or in this case after the site that teams can choose to contest.
    3.This is a bridge over the connector that connects to mid. There are no sight-lines between the two routes and the junction, but I want it to be wall-bangable.
    4. This is a one-way drop from mid to the Courtyard. It also serves as a way CTs can control the courtyard and mid from the same area.
    5. This is as one-way drop from the Ts flanking route into the courtyard. Since I made the right bombsite at B extremely campable, this allows Ts to flank the site and contest mid, or smoke the window and siege the site from both entrances.
    My primary concerns are that the layout is two reliant on lanes to reach the sites which could hinder combat, that the CTs have too many areas they need to control, and that the right bombsite would be too hard for CTs to retake if they don't have any utilities and are outnumbered. I know most of these issues can only be diagnosed through play-testing but if you have any feedback it would really be appreciated.
    Here are some of the assets I plan on using:
  7. Awesome
    slavikov4 reacted to Corvus in [UE4] [WIP] Ryokan   
  8. Like
    slavikov4 reacted to ThunderKeil in WIP in WIP, post your level screenshots!   
    I've always felt very strongly about  , but my misplaced overemphasis hereof had honestly come to harm my work quite severely. Those of you who've only looked at the screenshots likely wouldn't have noticed, but I'm sure the few who actually downloaded the map will have been surprised by just how fucking low the texel density on many objects was - now working to fix this where needed & possible to try and bring the visuals into the current decade

  9. Like
    slavikov4 reacted to Freaky_Banana in de_loreley [wingman]   
    Alright everyone, workshop is up: https://steamcommunity.com/sharedfiles/filedetails/?id=2392048922 !
    I couldn't be bothered to deal with TAR and instances, so I offer you this crappy 2015-looking piece of overview instead: Please excuse me for it ... I swear I will make a pretty one once the geo is locked in.  

     
    Oh and I chose to make my own truck models, because the prop_static ones I used before had shitty hitboxes.

  10. Like
    slavikov4 reacted to Pawlu in WIP in WIP, post your level screenshots!   
    Made this map is a test on detail work, it's very dystopian themed 
  11. Like
    slavikov4 reacted to csWaldo in Furnace   
    Update time ?
    This weeks update focusses on the CT side of the map.
     
    CT spawn was simplified a lot. A lot of CT players had issues figuring out where to go from spawn and retakes on A would be hindered by the long, winding paths onto site. The new version should make the CT spawn shorter, easier to read and more impactful:

     
    B site received an overhaul. The old site felt cramped, the height difference caused issues and the sightline from window felt awkward. The new version is essentially mirrored and cleaned up to feature a more open plant zone. The open silo stuck around and works even better in the new version:

     
    The map also received a number of smaller changes. Most notably, the connector is no longer strictly a one way drop. You can get back up by jumping the gap from the convenient gap jumping board. Be weary of the sound cue it gives off:

     
    The map still has issues with unintentional amounts of fall damage, awp heavy sight lines and stiff pathing. We are already working to fix those.
     
    Thanks to everyone who keeps up with our map, joins our tests and gives feedback ❤️ 
  12. Awesome
    slavikov4 reacted to Corvus in [UE4] [WIP] Ryokan   
    Decided to completely change the color scheme and the lighting setup for the scene. Hopefully this makes it look less dull now
     



  13. Like
    slavikov4 reacted to Serialmapper in de_vara (ex de_iarna)   
    I had extended the map to a full defuse map. However i made some changes because the pahways to site A are too direct for the tero team. The teams meat where i had estimated, however i would like to move a little bit back the T's spawn. With bots seems more like a tero map because as you know the CTs are going without any logic like sheep.








  14. Like
    slavikov4 reacted to solwllms in [CS:GO] Oyster (wingman)   
    Finally published the first post-comp update! Lots of changes in this one, and a huge effort to overhaul both gameplay and visuals in response to some of the feedback/criticism from players and the competition judges. I've put together a page with some interactive comparison shots too, so check that out here for a better picture (ha) of the changes.
    Super keen to hear people's thoughts!

  15. Awesome
    slavikov4 reacted to Vaya in CS_Apollo   
    we got into the new operation. Lots of grind with this project! museum maps? never again.
  16. Like
    slavikov4 reacted to maxgiddens in [CS:GO][WIP] de_titan   
    I wanted to post a couple more screens of some areas that are coming along. I'm waiting to lock down a lot of the areas before I run an overlay pass. A lot of these areas are going to pop once they get signage and whatnot, but not until I'm ready to put on my graphics designer hat and knock out a bunch at once.



  17. Like
    slavikov4 reacted to esspho in Furnace   
    Update time!
    https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664
     
    We've had another playtest and changed some things around acordingly. Thanks again for all the feedback we got in the past weeks!
     
    The big change this time is the area leading from the canal to the A site. We needed to separate the paths and do some trimming. We also thought a freight yard might fit this part of the map.


     
    The canal also saw some changes. There is a bit more cover now and there will propably be more of it in future versions. For the connector we are trying a non self-boostable solution.


     
    We've enlarged the CT-heaven and added a ladder. This should cut down on rotationtimes between sites.


     
    The radar

     
    We're excited for the next playtests. Have a nice day!
  18. Awesome
    slavikov4 reacted to Corvus in [UE4] [WIP] Ryokan   
  19. Like
    slavikov4 reacted to razorblade421 in Peles Castle (CS:GO)   
    @Paws@Soldat Du Christ Thank you, I hope to make something that I can be proud of, and is also fun to play!
    I'll try and keep updating this as I go along, so far I've been finishing up texturing everything, and making some more assets for the map.
     
    Thanks! razorblade421


  20. Like
    slavikov4 reacted to Sick_TwinN in de_maar wip   
    first of all happy christmas everyone!,

    So after making pithead which got 9th in the wingman competition, i wanted to have a bigger challenge.
    so i decided to make a 5v5 with @Ynel  we started 4 days ago and we have made some good progress already!

    de_maar is set in norway close to a maar, where you can see auroras etc, our goal is to have a nice warm/cozy looking village.
    while having great gameplay

    some wip shots (some models are still placeholders)
     
    I hope you will enjoy them!!!

  21. Like
    slavikov4 got a reaction from esspho in Furnace   
    this is not science fiction, this is real life

     
  22. Like
    slavikov4 got a reaction from That50'sGuy in Furnace   
    this is not science fiction, this is real life

     
  23. Like
    slavikov4 got a reaction from Squad in Furnace   
    this is not science fiction, this is real life

     
  24. Awesome
    slavikov4 reacted to esspho in Furnace   
    There is a new playtest version of Furnace on the workshop.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664
     
    We've mostly been working in feedback from our last test match. Thanks to everybody involved! Also thanks to @Roald for taking the time and giving some indepth advice.
    Here are some screens from the current map version:
     
    The Tspawn has slightly been altered - the garage on the right provides a faster and simpler path to the canal area. This shifts timings towards Bombsite A somewhat.

     
    The canal itself has been detailed a little more and got some cover in the process.


     
    The "Long B" has been fleshed out a little more - it now revolves around a derelict shack that should provide better cover for Ts.

     
    Bombsite B got some touches of color and the aforementioned half-open silo (not accessible). A sloped wall has been added beneath the heaven to hopefully limit weird vertical sightlines.


     
    CTspawn / Bombsite A has gotten the same sloped wall treatment. Also the lower part of the furnace has been detailed a little more.


     
    Top-Level Radar

    Bottom-Level Radar

    Radar comparison old / new

  25. Like
    slavikov4 reacted to csWaldo in Furnace   
    Its regular water that for sure no industrial waste has spilled into! I swear!
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