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Rump3L last won the day on November 21

Rump3L had the most liked content!

About Rump3L

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  • Birthday 03/27/1991

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    Martin M.
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  1. @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
  2. 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 support so far guys, cool stuff !
  3. 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
  4. 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?
  5. 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 snow feeling instead of a cold one. So by combining all of that I thought I might get away with it, even if having less bright env light than in the 'cold' approach. Personally, couldnt find any 'truly night' urban snowfall map so far, so thats what got me up. Sth like this (right pic is from a street in Stavanger in Norway, where you have quite an amount of bright wall materials and street light sources) I think for the fun of it the best will be to take a small outdoor part of the map, apply both approaches of env setting separately, quickly texture snow and white wood textures, add a few street lights and compare it. Based on that eventually making a decision. Anyways, thanks a lot for taking the time and expressing your suggestions! Regardless of which approach I'll choose eventually, already turned up a bit the env brightness and updated imgs in the first post. Feels a bit better already imo. For comparison, here Cheers
  6. 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
  7. 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 of entrances. The problem was that the site was way too strong to hold from (too many camping spots, a bunch of weird angles for the pushing team, entrances too close to another). CTs were pretty much forced to stay on such a site since they had a hard time holding further away from the objective. Ts had way too much map control right from the start. Uppermost route took way too long and was too exposed to the site. This version tries to address these issues. Thanks for stopping by and also, how does playtesting specifically a wingman map on mapcore work?
  8. Some practice with visuals per reference on small scale (alamo) might use this theme in a classic mode one day, who knows..
  9. Rump3L

    [CS:GO] Nero (wingman)

    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 applied changes So far I'm enjoying this and hope you do aswell
  10. 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) Feedback gladly appreciated
  11. @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.
  12. Free time chillout sessions, wip wingman
  13. Rump3L

    [CS:GO] Genesys (WIP)

    All right, so the map is finally released on the workshop for playtesting purposes. Steam Workshop Link Full Imgur Album Njoy
  14. Rump3L

    [CS:GO] Genesys (WIP)

    Hey there, So after some time I decided to share the layout overview and some images based on the applied changes. I'm planning to tweak some things and finish up the clipping layer in the upcoming days prior to releasing the map on the workshop. BEFORE .... AFTER A few screenshots
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