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Orel

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Everything posted by Orel

  1. Thanks, man! Seeing your screenshots, I can see you are on WIP version which was not updated. The final version is here: https://steamcommunity.com/sharedfiles/filedetails/?id=3442040035 It contains a bunch of visual updates. I still have some stuff to fix/add, but it will be added later at some point.
  2. Finally updated the map! Here's bunch of the latest screenshots:
  3. More progress across the whole map
  4. Some progress on A site
  5. Some before and after
  6. A bit of progress
  7. Fence smartprops + 3way layer blend wood material
  8. Pushed small updates after some playtests and before going to faceit hubs on friday. In summary, here's what was done for the past month: -Closed furthest arch at A long -Slightly improved risky jump at A site -Changed walls at B for utilities -Slightly boosted lighting on B site -Slightly changed geometry of hay on B site -Rotated light_environment by 180deg -Testing custom materials at T spawn -Updated and tweaked postprocess to decrease noise -Added deathmatch mode -Minor changes here and there New radar (thx to JimWood and Angel for letting test one of the new RadGen version) Bunch of screenshots from current version:
  9. T Spawn. Learning to make custom materials
  10. Brought back risky jump on A site and some improvements to B entrance areas.
  11. Update right before the end of the first stage, mostly updated pathways to B site. New screens: Also slightly updated one building to test some new custom materials. Before and after:
  12. Forgot to add my lovely messy radar
  13. Quick rearrangement of some buildings and minor fixes. Slightly pushed T's back to tweak timings. Also made some smartprops which I will showcase separately a bit later once I finish them completely.
  14. One more update! This time a minor one. Biggest update is closed view sight from B entrance to A apps, which was ridiculously huge. Also minor angle fixes and added new window to the bar since I really need this window for future visuals, but it might be closed later.
  15. This time I attempted to fix the biggest issue on B site - availability on retakes. Whole upper part is removed and added an alternate way which has better sight of site. Also, there are some changes on A site and mid to make it feel a bit more comfortable.
  16. Today's update is mostly fixes issues addressed from previous playtest, which does not affect both sites or middle a lot but focuses on small things. The biggest (and probably weirdest) change is widened drop room area and added additional room. Also moved tree from A long, turned green box into stairs on mid, added 45deg block in T heaven at B site and slightly widened some routes. Instead of screenshots of the same places from previous post, I'll show you changes from this update, since sites and mid from previous update almost does not change.
  17. Revamped A site a bit. Replaced buildings at T spawn for simplified smoke grenade lineups on mid.
  18. Made few updates prior todays playtest. Tried to make apps a bit more comfortable to locate in. Minor fixes and additions here and there. Also applied custom dev textures to set on some meshes surface properties.
  19. Today's update mostly concentrated on Mid, A site and its entrances, with some minor changes on B.
  20. More updates prior to today's playtest. Lots of changes on both sites and mid.
  21. Slight updates to entrances to both sites. Fixed some angles and issues addressed from first playtest. Here's radar comparison for better changes understanding And some new screenshots Thanks!!
  22. Here we go, my silly attempt to do something: https://steamcommunity.com/sharedfiles/filedetails/?id=3245038278
  23. Finally made something in Hammer. Here's test radar preview. Will publish public version soon after small inner testings.
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