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spa

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spa last won the day on December 16 2019

spa had the most liked content!

About spa

  • Rank
    Regular

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

Profile Information

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

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  1. Final release: Workshop Version
  2. 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)
  3. Update on progress on the T spawn area: the entrance to the fortress:
  4. 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
  5. 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!
  6. Been working on a old anti-tank cannon prop for my bunker fortress (de_rampart)
  7. 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!
  8. As long as there's intention behind it I dont think you should change your vision! I'm sure there's other ways to add visual appeal. Good luck with it.
  9. Very nice! But a bit dry for an Oasis? Is there some water or fountains in the plans?
  10. Long time since I posted here, but Ive been busy playing around with materials and props that I know I need no matter any layout changes, as well as trying to refine some of the spaces that feel "safe" without over-committing. Ive had one play test (props to the Source Engine Discord Server!) that was a pretty cool experience with lots of informative and constructive feedback. However I will definitely need another play test soonish with the new changes even if they are relatively subtle: blocked some nasty sight lines on long A and added a small cover made pit at A less deep and lowered heaven position (definitely focused too much in aesthetics there) moved Tspawn back a few inches to give CT more time to get to mid expanded box at B and reduced sight lines expanded wall at B to make it harder for T to get to site. moved the bridge at B closer to make it easier for CT to cover position. lots of small stuff! Changes are not online yet as i only have the old grey box but here's a few teasers until i get it ready with new radar etc.
  11. Update: Workshop Version - Fixed the long sight line at B from bridge to connector - Added a wall at the A entrance: I think this wall fixes some issues with A. It was feeling a bit too open, but mostly there was just way too many positions to check as T coming into the site (see the top left pic) Now its much cleaner to check the different encounter spots AND the powerful sniper position for CT is still intact but more interesting to interact with (pop a flash through the hole in the roof and run up to the wall and you now have 2 points of attack) The only downside is really visual. I liked having the big vat/container greeting the player coming into the site, but i guess i cant have it all.
  12. Does it work if you remove the "\" after content?
  13. My mistake. There's a wedge that you can bounce off and not take damage!
  14. @OPzy Thanks alot for the comments! Definitely something for me to keep in mind. I agree that A might need something, maybe either entrance from CT side could be tweaked somehow. Hah, going right for the jugular! Yes i suppose that bit is somewhat controversial as well, but i felt like some sort of ammo-crate-drop could make sense next to the "pillbox" but it might be a little too crazy (i was thinking vent-drop on nuke, but being wider is maybe just too random). Also it might be redundant if i slightly rethink the stairs going down.
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