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spa

Members
  • Content Count

    120
  • Joined

  • Last visited

  • Days Won

    10

spa last won the day on February 9

spa had the most liked content!

About spa

  • Rank
    Regular

Online IDs

  • Steam
    https://steamcommunity.com/profiles/76561197984741152/

Profile Information

  • Real Name
    Søren Andersen
  • Employer
    framebunker
  • Job
    level designer & environment artist
  • Location
    Denmark

Recent Profile Visitors

2,113 profile views
  1. So with regards to static geometry it eliminates , lowpoly modelling, unwrapping, lods, baking, normalmaps, vertexnormals + more?. Alot to take in honestly. Is there gonna be a split now between Static- and Dynamic environment artists?
  2. spa

    [CS:GO] Bakery

    If you haven't already it would be a good idea to playtest this before moving to the next phase. Good luck!
  3. Not the top4 I expected, except the winner ofc! Congrats!
  4. Just want to say that early on in the competition this was one of my favs. Extremely nice greybox with lots of great concepts. Really loved the "invading terrace" when, I think, spawning at T going left to B site. However im very surprised at the grungy execution your going with, I would expect a more sharp "mirrors edge" clean style for this one, as i think that would have suited it well.
  5. Congratz to the top 10's the effort was truly spectacular for this competition.
  6. The concept is that they were experimenting with creating super soldiers.
  7. Artdump of selected assets from the level: High polys (used to bake meshmaps for substance painter) Lowpolys Substance Designer textures
  8. Made an update with slightly brighter textures, fog tweak and cheaper skybox water to avoid reflection bugs. Since I have water in multiple levels that seemed to be an issue. Workshop Version Still a ton of stuff i would have liked to improve throughout, but this is what i could manage solo almost only in weekends. Good luck to everyone in the competition!
  9. Final release: Workshop Version
  10. Update: Workshop Version Some progress here, but still far from finished. Im trying to balance assets building and actual mapping in hammer. Here's what a-site looks like so far: There's still a ton of stuff i want to improve here (like making the ramp into a staircase!) but other parts of the map needs attention. Atm im looking at making the actual ramparts into props for better geometry detail and mapping. However turning BSP into props has it drawbacks (as ive learned the hard way) Its extremely limiting what i can do in terms of decals/transitions with regards to damage/rust etc, but some of the shapes are just too complicated to make with bsp. I wish i could spend all the remaining time just noodling around with materials and textures! Edit: seems like theres an error in the uploaded bsp for a single prop. I will update asap. Edit: Fixed! (also added another custom WIP rampart section)
  11. Update on progress on the T spawn area: the entrance to the fortress:
  12. One of the best concepts Ive seen. Its all down to execution from here. Would be really cool if the background could scroll by slowly but probably not in this engine
  13. Update: Workshop Version Had another playtest and got another round of great feedback from the Source Engine Discord Server. There were some issues that Ive tried to fix but also some polish since last - finally got my skeleton soldier in with his Arisaka rifle! The container he is in still needs a bake/texture pass. The main thing i was struggling with was to give the CTs more agency on the A bomb site as well as post plant options. I even tried to add a long path behind the site, but it hurt rotations too much and was probably also a bit too OP so i ended with a comprise "shed" at the back of site, which can also be scaled with a skill jump up to heaven from the opposite side. Also fixed a broken boost and a really nasty sight line break from T into the B site boost which took a little remodeling. I brightened alot of the textures which i think really helped on both the visibility but also just the general look. Im pretty happy with the layout atm but please let me know if anything seems out of order!
  14. Been working on a old anti-tank cannon prop for my bunker fortress (de_rampart)
  15. Major update: Workshop Version I consider this the alpha version of the map, with most surfaces textured (a few props withstanding), albeit at an early stage. Alot of the geometry still needs refinement but represents the overall ideas. Any feedback is valuable at this stage, and I'll submit for another play test soon. Thanks!
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