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spa last won the day on February 9 2020

spa had the most liked content!

About spa

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  • Real Name
    Søren Andersen
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    level designer & environment artist
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  1. What i think you might want to consider in your early layout is where the first contact points are between the two sides. Atm it seems like T's can just get easily into the basement without that being contested by the CT's. It can be a trap to just look at what each side can do individually, and the real question is how they interact with one another. Also that winding staircase could be a bit of a problem. As far as i can read it needs to connect all the way from heaven the ground floor and into the basement? I would try and break that up and either use a traditional staircase or a ladder (source is infamously bad for winding stairs). And ofc what is the theme? A strong sense of identity can go a long way for map, esp consider what the bombsites "are" and why someone would want to blow them up. Good luck with the map!
  2. As someone who spend alot of time on this competition (for which im grateful existed) I also look back at it with some amount of regret and a sense that i didnt get the feedback from the judging that I craved going into it. However upon some more introspection i also realized that if I truly want the juicy feedback all i needed was to have it playtested some goddamn more. I thought i could get away with a couple of playtests and suss out the rest from there, but that was truly not the case and i was too dug into some of my initial "darlings". The hard truth is that getting it tested over and over again is something that cant be neglected if you want your map into the game and no amount of feedback from "judges" will change that.
  3. 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?
  4. If you haven't already it would be a good idea to playtest this before moving to the next phase. Good luck!
  5. Not the top4 I expected, except the winner ofc! Congrats!
  6. 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.
  7. Congratz to the top 10's the effort was truly spectacular for this competition.
  8. The concept is that they were experimenting with creating super soldiers.
  9. Artdump of selected assets from the level: High polys (used to bake meshmaps for substance painter) Lowpolys Substance Designer textures
  10. 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!
  11. Final release: Workshop Version
  12. 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)
  13. Update on progress on the T spawn area: the entrance to the fortress:
  14. 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
  15. 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!
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