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Rump3L

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Rump3L last won the day on March 9

Rump3L had the most liked content!

About Rump3L

  • Rank
    Regular
  • Birthday 03/27/1991

Online IDs

  • Discord
    Rump3L#8889
  • Steam
    https://steamcommunity.com/profiles/76561198025415583/
  • Twitter URL
    https://twitter.com/Rump3L_

Profile Information

  • Real Name
    Martin M.
  • Job
    Webdev
  • Location
    Slovakia

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3,313 profile views
  1. Rump3L

    Freya [Wingman]

    Time for some update. So I applied some custom made textures from SD across the map and revisited the lighting (best to check ingame) updated v. => https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Nxt up interiors and models
  2. Rump3L

    Freya [Wingman]

    After slowly recovering from covid and digesting some beginner tuts on the custom assets part in the meantime, I decided to do a somewhat intermediate step with the map. That is - a few preparation layers across the level to keep things organized and pre-planned for myself before diving deeper. https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Here a few images Full imgur album with commentary A few things to note: - simple brush placeholders across the map acting as a prop placement guide, basic out
  3. Rump3L

    Freya [Wingman]

    Knock knock, who's there?! Freya ressurected. https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Started messing again with this baby, some time passed and after series of playtesting and iterations I can very happily say that the layout got stabilized. Thought it might be cool if I just summerize here the process of layout refinement (WARNING, lots of reading ahead!). Main versions of the past (radars in relation to 1. - 3. phases described below) The layout journey The map started out with its key idea that I fortunately managed to prev
  4. @Lizard Thanks man, means a lot to me. Just had an idea to throw in a cheesy aim map to play around with theme setting and ideas. Though, I don't know if its just me but can't help it, still feel like the lighting is not completely done, like to me it still feels a bit flat as if a bit more of a contrast was missing somehow (feeling it the most in the 3rd picture f.e.). Or maybe I just keep staring at it too much and need to take a step back lol. Tbh Ravine has an epic job done to it on a similar weather & time setting
  5. Rump3L

    Freya [Wingman]

    @Radu @Lizard I decided to keep the snowfall at all costs now and trying to balance between the two approaches. So still keeping just a bit the warmness of snow, yet having this contrast of colder unlit vertical surfaces and warm streetlights, therefore reducing the strain. Nice ref pic though too warm env for my map imo, but the lights seem cool, might play around more with those street lights (and maybe a bit different type of indoor light sources too). So I landed here so far as Ive shown in my last post and will try to tweak around that Thanks a lot for the supp
  6. Rump3L

    Freya [Wingman]

    @Freaky_Banana Thanks for your input man So I took your advice while still wanting to keep that snowing effect. Made the brightness light less saturated, ambient colder and lamps boosted up a bit more. Kind of merging both approaches into eachother. Its just like Im really reluctant to let go of the snowfall idea and try to find ways to keep it
  7. Rump3L

    Freya [Wingman]

    Ola, so I did the comparison and decided to do a little theme basis too. Might be using mixed inspirations from Bergen and Stavanger. Still feel more leaned towards the warm approach. What and why would your choice be here?
  8. Rump3L

    Freya [Wingman]

    @Lizard I think I get what you mean by that. Took a look around on de_rails and yeah its having this forementioned cold-oriented contrast that makes one feel its super bright, but I feel like it still doesnt have such a strong visibility anyway due to the chosen wall textures when in the shadow. Actually the first image for Freya that popped up in my mind was having 'snow on the ground & some horizontaly oriented surfaces + night snowfall + street lights + variations of white wooden textures with red/blue wood trims & frames' that would give you this 'orange-pinky' warm sn
  9. Rump3L

    Freya [Wingman]

    @Radu well, actually there is a possibility of a collab with someone if the time starts pressuring me. Aight, will do once ready, ty! @Lizard Thanks man, nice tip. So my guess is basically to either stick with snowfall and make env light a bit brighter but also depend more on the warmness of street lights or to abandon the snowfall effect, have an actual moon and make env light a bit more brighter but colder? Because I feel like a certain deal of moonlight gets lost in the density of snowfall and sky. Atm the pitch is on -90 btw
  10. Rump3L

    Freya [Wingman]

    Workshop link Theme setting => snowy, night, scandinavian (most likely Norway) Layout theory: Starts out pretty simple for Ts, upon progressing more possibilities open up. CTs can play this in numerous ways, ranging from a back defense to an offensive chokepoint hold. Connector crossing the middle part of the map provides fast rotates and flanking options for both teams, starting with CTs initially if they choose to hold offensively. Skybox is currently open for the most part. Previous version showed up in the playtest as heavily CT sided despite the number
  11. Some practice with visuals per reference on small scale (alamo) might use this theme in a classic mode one day, who knows..
  12. NEW WORKSHOP LINK Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page. New and improved radar (additional illustration of all possible spawns atm for the sake of this report) IMGs showing some of the a
  13. A map with a historical monument set in Italy. Experimental project for wingman, but also 3v3, 4v4 & 5v5. Workshop link Here's the map overview And now some images All images on imgur album To Do's fiddling around with map's cover, maybe tightening up some places a bit transform detailed brushwork placeholder types into models/model wiring, antennas etc. related props layer further optimisation texturing dirtyness & lightning 3D skybox (and skybox texture perhaps)
  14. @blackdog yeah, all affected by the brush disease for now I have no experience with custom prop creation yet nor a buddy like this, so I decided to land down the complete set of ideas and their quick iterations/try-outs for aestetics first, before moving into the technical aspects of it and learning the whole prop creation process. EDIT - Afterthought: There are roughly 8-9 different placeholders, rest is just a quick replication across the lvl that takes like 30-60mins, its for the sake of seeing the bigger picture now.
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