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NikiOo

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Everything posted by NikiOo

  1. NikiOo

    WIP in WIP, post your level screenshots!

    Remember that ugly ass wall from two weeks ago? Decided to make a small environment out of it. Don't know if this classifies as Models or Levels. There's some more images on my ArtStation: https://nikio.artstation.com/
  2. NikiOo

    The random model thread!

    Started working on a modular tile set. Here's a random piece:
  3. NikiOo

    [CS:GO] De_BigAssStatue

    A big ass statue is being constructed on an island in the middle of the ocean so it can be visible from 4 continents. A hostage has sneaked in... If you've taken part in the Mapcore playtest 3 weeks ago here are the changes I made since then: Adjusted the angles in B site Hut, which were an issue before. Also added a yawning and some more cover to shorten the sightline towards the site. B site cover completely reworked. There is now less cover to defend the site and it's strategically placed in order to encourage the players to watch each other's backs since there is no perfect spot to defend both entrances from. T side mid route has been slightly simplified, therefore making it more valuable for rotating between the sites and fixing some unfair spots. A 'catwalk's headshot ramp has been replaced with a climbable drop with a ladder and a box, also there is a door there now. The door is an experiment, it's also supposed to be breakable. Some changes to CT spawn, including a fence you can look over into B site by stepping on a stack of corpses. This seemed like an interesting feature to retake the site so I decided to try it out. Added a ladder from A site to A catwalk next to the underpass so that CTs can more easily and quickly rotate. Added some Hands and one Leg has been lifted to make space for the new path. Blocked the sightline where CTs could push forward into the A main chokepoint and look into the T ramp. The divider fence between Left Mid and Right Mid has been slightly lowered. You can now boost a teammate over from both sides, but cannot solo jump over. Some other small changes, including blocking off some spots where players could look over walls into other areas of the map. Overall what I'm trying to do is encourage CTs to play more forward positions, instead of defending from the actual site itself. I don't want CTs to be staying in B site. I want them to play forward and only fall back if they get pushed by the Ts. Ts also now have more control over top side of Right Mid so they can work with that towards taking control of Middle overall. It's also easier now for Ts to hold their positions. Again thanks to ZooL for the awesome dev texture! BigAssStatue's layout is inspired by Overpass and it's actually not as big as it seems. This is how map control is distributed at the beginning of the round: http://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Some more screenshots: As for the other maps, De_Glace is on hold, I'm still working on De_Carfactory's layout, it requires a lot of research. And I'm hopping between this one and the other sever maps I'm working on, that you don't know about.
  4. NikiOo

    [CS:GO] De_BigAssStatue

    It's updated on the workshop now :https://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Here's the new layout: So I chopped off some dead weight by squashing the entire middle horizon of the map and cutting some rotation timings, while making middle a much more short range of an engagement. The most incomplete areas are the open part of middle and the CT to A connector. Any feedback is appreciated. It'd be really helpful If I could get some feedback on the performance of the map right now, cause sometimes I can't tell if it's bad optimization that's dropping my frames or it's just my laptop struggling out of the ordinary. Next thing's I should probably give it some better looking grass and ground textures.
  5. NikiOo

    [CS:GO] De_BigAssStatue

    Yeah, there was an issue with a broken trigger, which made it crash. It's fixed now. I'll update the workshop version when It's ready for the playtest.
  6. NikiOo

    [WIP] de_aurelia (remake)

    The reflections look awesome and those are some really nice rocks. Are they photoscanned?
  7. NikiOo

    [WIP] de_aurelia (remake)

    Give it some ladders, add some smaller props like buckets, tools, etc. This really goes a long way to making it a believable place. Also why are there scaffoldings there? Is there some reconstruction going on? Make that more visible, for example you can make it look that they're applying/reapplying the purple paint on the bricks right now or something like that.
  8. NikiOo

    [CS:GO] De_BigAssStatue

    Ooops... I leaked a screenshot. Unlucko.
  9. NikiOo

    [WIP] de_aurelia (remake)

    It has the Canals syndrome of looking like a dead place where no one lives. Add some shop signs and glowing windows. And scaffoldings. You just don't have enough scaffoldings. I'm sorry, that's just the hard truth. Scaffoldings can make or break an environment.
  10. NikiOo

    [CS:GO] De_BigAssStatue

    Here's my second go at texturing the excavator: This is just raw base color with baked in AO multiplier. I'm probly gonna get back to it in the next couple of days and spend more time on individual pieces. Just wanted to leave this here in case you guys have any suggestions or If I'm doing something totally wrong. I think there are some parts that turned out really well and there are others that definitely need more work. The truck is also modelled and it's damn huge. I want to get the texture of the excavator to a point where I'm satisfied with it before I move on to that. These are actually the most complicated props I've ever made so It's a good learning process. Next update's gonna be a big step forward visually. I've updated the rocks texture and I've made a lot of thematic changes to different areas to make them more interesting and more fitting with the theme. BTW I'm still working on the other two maps as well, don't you worry.
  11. NikiOo

    [CS:GO] De_BigAssStatue

    Gonna make one of these: and one of these: The crates also got a nice retexture. The rocks got a new, more realistic looking texture. We got a 3D skybox with cliffs in the distance and a city on the other side of the bridge. Some of the areas are almost completely detailed. Gotta get some more work done on CT spawn and then do the clipping and I'll probably do another playtest to test the new changes. If the changes have the expected effect on the balance and if there aren't any big issues with the layout, then I'll go on to finish the detailing and get working on the statue. BTW I'm also working on the other two maps. Please don't judge me, I have a lot of free time.
  12. NikiOo

    [CS:GO] De_BigAssStatue

    It's definitely not a third-world country and the 'broken highway pass' is actually a bridge to the statue that's under construction. I'm not sure that I'm gonna keep it or maybe I should make it a little smaller, but ideally I wanna have one of those huge bridge construction cranes like this one: The construction site is probably gonna be off to the side of a big city, but I haven't even decided if it's gonna be on an island or not yet, so I'm just throwing ideas off the top of my head at this point.
  13. NikiOo

    [CS:GO] De_BigAssStatue

    I just love how this looks. I put a vent here as well which gives another option for Ts to approach B site and also makes mid cool AF. (mby more like the YELLOW-GREEN, YELLOW AND YELLOW ORANGE) I'm working more on selling the statue construction theme, trying to make it more believable. Also working on making the sites play uniquely from one another. Also working on giving more options to both teams. Also working on two other maps. Aight that's all you get. I'ma get back to work. btw it's starting to feel a little less corridory, thanks FMPONE for the tip.
  14. A while back I decided to create my own DEV textures to get a fresh view on my levels. The "512x512" is simply for aesthetic purposes and does not represent the in-SDK scale it should be set to. So after using these for a week I decided that I shouldn't be torturing you guys anymore by having you use the default dev textures so I am releasing my texture pack! Consumer grade: Mil-spec: Classified: Exceedingly Rare ★: Download here: http://www.mediafire.com/file/5h58opxbwt9jstq/UltraAwesomeDevTextures.rar/file How to install: Copy all the vmts and vtfs to \csgo\materials\dev
  15. NikiOo

    WIP in WIP, post your level screenshots!

    I love the architecture, but I feel the old Dust assets are a little outdated for 2018, hope you're planning on refreshing the visuals as well.
  16. NikiOo

    [CS:GO] De_BigAssStatue

    Here's the concept for the statue:
  17. NikiOo

    [CS:GO] De_BigAssStatue

    The latest version is up on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 I decided to give a purpose to the green color that appears so rarely around the map and use it to help the CTs identify where the Ts are going to come from and where encounters are about to happen: Probably gonna do another playtest soon to test the reworked A site and other small changes. Oh and here's the radar:
  18. NikiOo

    [CS:GO] De_BigAssStatue

    Meanwhile, here's a stack of BigAssConcreteBags : Why so big you ask? Because it's Big Ass Statue, thus it needs big amounts of concrete.
  19. NikiOo

    [CS:GO] De_BigAssStatue

    I've never actually used phong in any of my assets, but now that you've mentioned it, I might look into it and see if it can actually make the rocks look more interesting. No changes have been made to the texture since the old rocks and wasn't very satisfied with how the normal looks, which is why I posted a low-shaders screenshot as well. I'm planning on reworking the texture when I have some more time to put into it. Might also add some crevices, indents, etc. as normal detail. I'll also consider adding a small bevel, that's definitely something to try. Since this rock is 25% of the map, might as well make it look as good as possible.
  20. NikiOo

    [CS:GO] De_BigAssStatue

    Decided the rocks were a tad too smooth and stylized so I reworked them: Before: After: *here's without the normal: Didn't get into too much detail cause I wanted to keep the shapes consistent and thought it would be more difficult to notice the repetition with simpler geometry. Any feedback is greatly appreciated.
  21. NikiOo

    De_Uprise

    I suggest trying a light blue texture for the windows instead of full black. That's gonna make it look brighter in my opinion.
  22. NikiOo

    WIP in WIP, post your level screenshots!

    Lighting is super yellow and super dark. It could be the black textures on the walls that make it look way darker than it is.
  23. NikiOo

    [CS:GO] De_BigAssStatue

    Progress is being made. Just wanted to share some more of my nonsensical over the top stylized warehouses. And guess what! There are actual ventilation fans behind these grills: And the colorful orange camo panels on the warehouses are a psychological trick to make the parents of the kids who ones used to play in the desert, which is now a construction site for this giant statue, to subconsciously perceive the construction as a positive for their kids. Orange is statistically the 3rd most loved color by kids of the age 1 to 18, as well as parents between the age of 25 and 35 as well as 50-69, unfortunately though there is a gap of orange disfavoratism between the ages of 36 and 50, which is then satisfied by the inclusion of the color green in most of the crates on the map, which is apparently the third most loved color in that age spectre.
  24. NikiOo

    WIP in WIP, post your level screenshots!

    Are you gonna have people walking outside ?
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