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Edude

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Edude last won the day on January 15

Edude had the most liked content!

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About Edude

  • Rank
    Regular
  • Birthday March 23

Online IDs

  • PlayStation Network
    Eduardo33323
  • Steam
    http://steamcommunity.com/id/Eduardo33323

Profile Information

  • Real Name
    Eduardo Paixão
  • Location
    São Paulo, Brazil

Recent Profile Visitors

898 profile views
  1. Thank you so much for your support Wintrius! It may take a while for a next update. I'm avoiding updating for now while many areas of the map are still "placeholders". But I'll post here when I release newer versions! Nice to see another Brazilian in this post! Thank you for your support Nication! It really is a lot of work! The number of assets never ends and because of that, I am late for the deadline. However, I may release Classified after the contest between March and April if everything goes as planned!!
  2. Really nice job! I lost when I saw the layout explanation hahaha! We should all use the triple circle cactus from now on!
  3. NEW SCREENSHOTS! Detailing the map is always the best part and as I go through this process I see how many things still need to be done. I'm busy this month and because of that, I won't be able to finish Classified before the deadline. I believe it will be ready between March and April for a Steam Workshop release! Good luck to all mappers who are still working on their projects. I will continue to post updates on this topic as the map gets ready! See ya!
  4. There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.
  5. It's been a while since I last posted on this topic and I'm really enjoying how the map looks right now but realizing the number of assets that still needs to be done brought me some concern and discouragement. I like to think of problems like these as obstacles designers must face in order to make really good levels, but in this case, I still have to do a lot to get to the minimum. Classified may not be completed on time for the competition, however, I will continue with the project and with more updates on the topic in case I manage to release an acceptable version on the final day! The screenshot below puts in a good perspective what still needs to be done to have at least an interesting version at the end, that would probably still need a lot of polishment... I will see how the next days go and leave more updates soon!
  6. My last playtest was very productive! It opened my mind about so many areas of the map and I would love to work on them right now, but I feel that time is running out really fast... Here in Brazil, we often use a motto that says: "The great is enemy of the good" and after thinking a lot about it, I decided to head my way detailing the map fixing these areas in one go.
  7. CLASSIFIED UPDATED More days in development and concerns about the deadline began. Because of that, I decided to improve the look of most of the buildings while adjusting a few last things to the layout. With this approach, I can get a better idea about areas in general and I won't waste much time thinking about their visuals when detailing. I took the opportunity to make the map "public" on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1868518259 I will do my best to finish this project on time! UPDATED VERSION SCREENSHOTS IMPROVED LAYOUT AND TESTING From the first version of the map to the most recent, significant changes have been made especially in Bombsites. So I'm requesting a test date on "Source Engine Discord Group" (provided by Top Hat Waffle and other big names from the community) to playtest them. Many use this Discord group to schedule these tests, it's for sure the best place for it! More posts to come!
  8. CLASSIFIED UPDATED After a few days of testing and experimentation, important adjustments were made in certain areas, especially at A bombsite and in the middle region of the map. They seemed too closed for rifle combat in the initial version and with these adjustments, a new radar was made. NEW RADAR/LAYOUT: Bombsite A has been widened and rethought. The middle region of the map has also received special attention in this release (this will probably be the definitive version of the layout). I also improved bot navigation and even added some "place names" to assist in the upcoming tests with friends. Those new tests may take a while to start, so I took the wait to work on some textures that I may use. TEXTURE TEST SCREENSHOTS: As my idea is to present an extremely cold and snowy environment I need to focus on interesting and creative snow textures. To make this process easier I created a makeshift "texture test map". With this map I can check which textures need to have their values changed or their maps redone. More posts to come!
  9. It's an Exotic Maps Contest, right? hahaha I'll change it in the next update!
  10. Looking forward to this one! Really liked the adjustments to the layout and theme!
  11. Thanks for the suggestion! I will put some reflections on these textures for sure soon!
  12. Hello Everybody! This is my entry to the contest... Classified! A map based on a Soviet/American (still deciding) military installation from the Cold War on the peak of an extremely freezing mountain. The outpost still holds many classified secrets to this day even being largely disabled. The main inspiration for the theme is "Summit", a great map from Call of Duty: Black Ops and my idea here is to replicate the extremely cold environment with a balanced layout that prioritizes support moves before each advance! (like an "Awper" holding "bunker" in Dust 2 so it teammates can proceed to the A BombSite) At this point, I'm working on finishing the bombsites and then Classified will be ready for definitive tests! Maybe it's a little late to enter the contest, but I will do my best on this map! More posts coming soon!
  13. I thought the same thing, but I tested it as lightmapped generic and did not get good result. Sorry for the late reply It's very strange because I tried both alpha in the base texture and alpha in the bumpmap. I also tried both formats DXT5 for the base texture and BRGA8888 for bump. Probably Day of Infamy (game I'm mapping) do not support $phong. Maybe I was mistaken a bit, I thought that Insurgency and Day of Infamy would be using the CSGO version of the source engine and with that $phong would works normally.
  14. I did some more testing following your instructions but nothing has changed. The textures remain entirely bright, ignoring the specular map. Here's the VMT
  15. Hum I got it. I check here and my bumpmaps were in DXT. Now that I put them on BGR888 they have improved a lot. Thanks!
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