-
Posts
21 -
Joined
-
Last visited
-
Days Won
1
Reputation Activity
-
RadimaX reacted to Kokopelli in Rain [W.I.P]
I had never heard of Kowloon before. Now that I've seen some pictures, I see what you're going for.
Sounds like some good changes!
You may want to consider making it daytime instead of nighttime. I love the mood that nighttime and rain produces, but you know how it is with the competitive scene. Although, maybe with enough neon lights, or just effective lighting in general, you can avoid having too much of a gloomy feel. A night time map could see success if done just right.
-
RadimaX reacted to NikiOo in [WIP] Torga
Thanks to @CommonCrayon for reminding me of this map's existence. Now that I'm quarantined at home, and now that my exams are postponed, I thought I might have some free time to work on some old maps.
I stopped working on this map back in July last year because I was beginning my first year in college and didn't have much free time. I might have also hit a creative block cause I found myself constantly switching themes and looking for new gimmicks to inspire me to continue with it. Now I am certain this is the theme I am going to stick with. And by this I mean a Chinese mountain village with rise fields surrounding it. I think I'm onto something with this dark atmosphere, cause I'm really digging it!
Anyways I thought I'd share some screenshots. Purely for documentation purposes, if anything. Here goes:
The story is that Riot games, terrified by death threats coming from the CSGO developers, have moved the development team of Valorant to a secret location in the Chinese mountains. The CSGO devs however managed to track them down with their very special computers, which have internet access, and they've now sent a terrorist team to bomb the location, along with the entire studio (which is hidden inside these conveniently shaped 72x72 crates), to halt development. This is only one location, however, I have 3 more maps coming with the backup servers.
-
-
-
-
RadimaX got a reaction from Interfearance in Anubis
I like the doors actually & was just curious how it could look like if brighter from this side:
-
-
-
-
-
RadimaX got a reaction from OrnateBaboon in Feast
The shadowy parts looked a bit dark, maybe a subtle tweak to the light environment or shadow control? added a little bit of moss for green or whatever but would be cool if it ended up looking like:
-
RadimaX reacted to Radix in [CS:GO] de_austria (WIP)
Finally found some time to give it a try and opened the ceiling as suggested above. (Thanks @RadimaX and @Squad for sharing your ideas.)
I tried out different things, but at the moment it's a mix of second floor+railing and some renovation work going on (so that I could remove the railing partially for easier grenade throws)
Also opened the (upper) wall to middle ("main hall") so that you can throw grenades there from the small room shown on the picture ("storage room") (or opposite direction).
The room is also larger now. Still not the most exciting room, but all in all I think it's a lot better than it was before.
-
RadimaX got a reaction from Puddy in [CS:GO] DE_Breach - Released!
After this door was blocked off it seems this entire room could be deleted with textures and models on the inside i only just noticed when free look mode while dead.
It would look cool if you used one of the more see trough glass textures as in other parts of the map to let us see in here from the big blue windows and maybe it will make mid feel more open?
(sry for bad photoshop i just used that other image) just wanted to point out kind of what i meant vs the solid blue if keeping the interior of that room.
-
RadimaX got a reaction from Interfearance in [CS:GO] DE_Breach - Released!
After this door was blocked off it seems this entire room could be deleted with textures and models on the inside i only just noticed when free look mode while dead.
It would look cool if you used one of the more see trough glass textures as in other parts of the map to let us see in here from the big blue windows and maybe it will make mid feel more open?
(sry for bad photoshop i just used that other image) just wanted to point out kind of what i meant vs the solid blue if keeping the interior of that room.
-
RadimaX got a reaction from blackdog in Abbey
great looking map, a bit of clip still poking out along this wall making you stuck running one way along it, possibly drag up the clip up to that gray trim?
Jumping from the flowerpot in this room you can randomly stand floating mid-air and along that arch and halfway floating on random parts.
There is part of the clip sticking out near this location making you collide if trying to jump along the door side of it retract it a couple of units so clip is flush with the geometry of the wall:
in this same location just to the right of that poking out clip there is a window you pretty much become invisible if you crouch inside consider a clip covering the hole for the window:
This one is similar to the previous and adds an unfair hiding advantage so definitely just a tiny clip in the corner so players cannot hide around rather than engaging in a fight on the map:
-
RadimaX got a reaction from TECHNICKER in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
-
RadimaX got a reaction from TECHNICKER in de_zoo
Spawned as CT instead and just now saw the upper room with panels simplified in a clever way left/right way instead usually there was all glass + you now have cover in the middle Panel:
Trust me i will play this map a thousand times more, seeing how it is back and everything plus happy it gets optimized, just had a quick death match to get a feel for it now when i saw this!
Just saw a 2014 video from the past around and above B-bomb spot have improved heaps over time making for an even more realistic location with all the round fish tanks WELL DONE
-
RadimaX got a reaction from TECHNICKER in de_zoo
I noticed playing Zoo that 2 information-panels was removed from B, they ware by far the best "feature" if you will, I loved jumping over the edge on both teams just shotgunning up close!
Looks a bit empty but understandable it was to cluttered or extra angles to hold both lanes + people like me jumping around somewhere in between
-
RadimaX got a reaction from tr0nic in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
-
RadimaX got a reaction from 'RZL in [CS:GO] de_austria (WIP)
i played office like 18 years ago to present time & Agency from whenever it came out first time around till pretty much now, but from all those times i still feel Austria both look and play superior!
One part inside had very little going on but cannot put my finger on it really so i just edited the picture slightly so you can see what i mean, always felt i wanted more of that nice variation:
I know you keep it bright inside for clear visibility but that does not have to mean 100% same texture all the way around, ofc not saying red/blue walls like nuke but a TINY change like this?
Players can still stand out clear as day while simultaneously bringing some of the reoccuring textures from the outside of the map just play around with your imagination to give it more "flavour"
-
RadimaX got a reaction from 'RZL in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
-
RadimaX got a reaction from esspho in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
-
RadimaX got a reaction from esspho in [CS:GO] de_austria (WIP)
i played office like 18 years ago to present time & Agency from whenever it came out first time around till pretty much now, but from all those times i still feel Austria both look and play superior!
One part inside had very little going on but cannot put my finger on it really so i just edited the picture slightly so you can see what i mean, always felt i wanted more of that nice variation:
I know you keep it bright inside for clear visibility but that does not have to mean 100% same texture all the way around, ofc not saying red/blue walls like nuke but a TINY change like this?
Players can still stand out clear as day while simultaneously bringing some of the reoccuring textures from the outside of the map just play around with your imagination to give it more "flavour"
-
RadimaX got a reaction from blackdog in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
-
RadimaX got a reaction from maxlevelboi in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!
