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jd40 reacted to ThunderKeil in Natural History Museum, London
This is a mostly complete 1:1 recreation of the London Natural History Museum, sans the more recently built extensions and not including any of the real exhibitions.
This has been my ''lockdown activity'', of sorts. All mesh created inside the hammer editor, and using near-exclusively custom textures ( 125+ ! ) all edited by hand.
Currently only compiled for cs:go, but I intend to port it to at least gmod as well, maybe it could work as scavange/survival in l4d2? Would love to see it in HL:A too, but I don't yet own VR so if anyone's interested to port it for me - or in contributing in any other way, please do contact me. If you've got a good idea for props to fill the exhibition spaces with, that'd be cool too - I was gonna do a half life theme but pretty quickly ran short of actual suitable models, at least that I could find.
Files;
24/08/2020 (first public release): https://drive.google.com/file/d/1ojDYBtpS4X-zJDpcqMHTeegJjI7Up8_1/view 02/09/2020 (improved east hallway, 24 spawnpoints): https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view 18/09/2020 (all around improvements/additions, fixed cubemaps): https://drive.google.com/file/d/1YkZuPrQqfLiIxi3H_QLo2N1lZ7pFuFRc/view 15/11/2020 (added exterior, increased model quality, general polish) https://drive.google.com/file/d/1veuRpy29IGv8cxBl3OuQWsuoTmAy5TBe/view 21/09/2021 ( changes listed below ) ( edit; now includes working nav mesh! ) https://gamebanana.com/dl/662744 11/11/2021 https://gamebanana.com/dl/691124 ( look through posts below for more detail on the changes )
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jd40 reacted to ThunderKeil in Natural History Museum, London
Pretty much in the last stretch now, managed to do some good work on it through the autumn break but still falling just short of what I'd confidently call the RC1. Finally got lighting figured out a bit though, and swapped out all the dynamic models for static ones - so better shadows and no more seams.
Got nearly all the textures' colour and brightness normalized, and improved the meshes on all the custom props with much increased polycount as well as adding some more details while I was at it. Most of the map's detailing up till now had been done with - well - at lack of a beter phrase; hammer sensibilities. I should clarify that I have little if any real modelling experience, and rather have mostly just limited myself to working within the source sdk itself. This has caused some quirks in my work, such as that I (with very few exceptions) only create lines at relatively specific angles, as well as that I tend to be pretty conservative with my brushwork - well, conservative compared to someone using modelling software, but pretty liberal by hammer standards. On this map though, I hit the block and waterindice limit right before I intended to upload the first public version on here, so I had to start using propper to get that back down.
Since that pretty much completely removed my constraints, I've been able to add much more detail than originally planned, which is kind of a monkey's paw since I'd hoped to be done with it much sooner. What was I getting at again? Oh right - so the point is that even though I'd converted most of the map details into props, they were still designed with ''how do I make this out of as few blocks as possible'' in mind, which means very large and often very elongated polygons. So, yea, I've subdivided them and tried to equalize the polygon size a bit, which has improved the lighting a lot.
I've also culled some of what I considered redundant areas - in effect about half of the wing & parallel halls, since they were all just copies of oneanother. Some of the doors in the east hall are open now though, and the stairwell is fully usable now, too. Not very well detailed, mind you, but it's very hard to find references for it, nevermind create some acceptable textures.
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jd40 reacted to ThunderKeil in WIP in WIP, post your level screenshots!
Yup, that - uh - exists.
It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me
Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more
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jd40 reacted to Kokopelli in [CS:GO] Ravine (wingman)
Just ran around this and I have to say this is very well done. The visuals are superb and I love the serene mood the lighting produces. I also like how there is just enough detail to make the environment look nice, but not cluttered. And despite having such moody lighting, visibility is great. There really is a lot of good craftsmanship on display here.
In regard to the layout, it's quite unique and has good logic. The only thing that seemed a bit iffy is the area with all the stairs—seems like there are some angles were you can spot someone's feet first and that could potentially be frustrating.
Lastly, I think you nailed the perfect size for a wingman map. I haven't played it with real players, but dare I say this may be the gold standard of wingman maps by virtually every metric (although I think FPS could be improved in some areas).
Brilliant job!
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jd40 got a reaction from Andre Valera in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Anarchy in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 reacted to Roald in [CS:GO] Ravine (wingman)
dude you are a mapping god ?
this is looking so dam good! cant wait to play it
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jd40 got a reaction from esspho in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Rump3L in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Kantalope in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from slavikov4 in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Minos in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Slimek in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from DutchCrazyGamer in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from Roald in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Freaky_Banana in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Pampers in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from text_fish in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
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jd40 got a reaction from Frone in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from TelaF in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from K in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from RA7 in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from Kokopelli in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic
-
jd40 got a reaction from dmu in [CS:GO] Ravine (wingman)
Hi all!
I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?.
The map is set in snowed in castle connecting two sides of a river.
Layout:
More screenshots:
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
Credits:
Additional LD - @Quotingmc
Deer head props - @Quadratic