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NikiOo

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Everything posted by NikiOo

  1. Yeah, It will be ready for a playtest by the end of the week at latest. Also the 'two mids' aren't really mids, I mean they don't act as a mid in the traditional sense, it's more of a mid in a way cobblestone's mid is a mid, also the many one way drops (which have officially been reduced to 5) remove the danger of over complication, unpredictability and utter chaos that two mids would pose. Also the rotation time between the two bomb sites is roughly 18-19 seconds, which is relatively long, compared to other maps. I haven't tested other maps rotation timings myself, only looked at online metrics, but it does feel about 2-3 seconds too slow, and I don't know how much of an issue that is gonna be. On a more serious note, though, I was thinking of making this door be close-able, but not toggle-able (this is where the choke point is), meaning that if the Ts allow CTs close to the door, they can just press 'E' and close it forever, permanently preventing Ts from taking this route to the bomb site till the end of the round. I think this would really contribute to the Exoticâ„¢ nature of the map:
  2. So I've pretty much blocked it all out, just need to close off all the edges and It'll be ready for some tests with bots. Here's A site, inspired by some Quake map: bad. very blocky. plywood Here's what you'd call middle, with it's weird gimmicky shit: There's also a ladder on the right up to that gap in the wall, but it's invisible. And here's B site, where nothing has changed cause I haven't tested it and it seems fine to me: Oh, and there's also a 3 way underground area bellow the big pool of water, which acts as a sewer or something: There's gonna be somewhere between 4 and 7 one ways on the map. Heavy negotiations might take it down to three, but most likely not. It's a very teamwork-y work-y map, so there's gonna be a lot of boosting your teammates. Here's the radar: And here's the rush choke points in green: And yeah, the rocks are from the deathzone map, hr_massive or something, there's a lot of variety of shapes, so if you're comfortable with rotating and scaling props and placing them around, you can replicate pretty much any rock formation you're looking to make.
  3. At the moment you can only plant the bomb on the ground, since the upper level is only accessible with a boost from this side.
  4. Here's some screenshots for yall to gawk at: I decided to start from one bomb site and make it work well with middle and then continue on to the other site, considering balance, scale, fighting range variety, etc. The concept seems to be working out pretty well, this is either going to be super cool and unique or an utter failure. And a random texture: Still looking for an environment artist to help out with a lot of the modelling and texturing. If you think you're the best 3d artist in the world and my map is not trash, then hit me up. I'm right here.
  5. I saw everyone piling up reference images, so I thought, why don't I reserve my exotic spot as well. Here's where it's gonna take place: Chittorgarh - India The layout is very experimental and the best way I can sketch it out is something like this: The timings are in such way that if CTs were to go straight to the bomb sites, the encounter would happen right before the entrance of the sight and they won't have much time to prepare and take further positions, but they can choose to send several units on a risky middle route, which only CTs can access, without a boost, that gives them a chance to attack the Ts before they've reached the sites and allow their teammates on the site to get a more advantageous position. It's also a good flanking path. The sites are generally easier to take than on other maps, but with this new middle path CTs can surprise attack the Ts and they can never expect when the action is going to begin. This middle route is also made in such way that it allows both teams to take sound cues and listen if there is anyone rushing. A CT rushing down the middle route can communicate to his teammates which site the Ts are rushing in and tell them to hold back, while he prepares to flank them, or plan a double pressure attack. I don't know if this is gonna work, but I'm willing to try my best to realize my idea. I'm going to post some greybox images this weekend or next week at latest. I'm also looking for someone to collab with. Ideally I wanna be doing the level design on a large scale, meaning the general layout idea, and then we can split the second greyboxing architecture pass, and I'm gonna be making props and textures, while you are placing them around. We can split the work 50/50, I have a pretty wide skillset and I go deep in color theory. If you're interested and you wanna work on a theme like this, hit me up. You can check out my portfolio, if you think I'm worthy: https://nikio.artstation.com/
  6. I saw everyone piling up reference images, so I thought, why don't I reserve my exotic spot as well. Here's where it's gonna take place: Chittorgarh - India The layout is very experimental and the best way I can sketch it out is something like this: The timings are in such way that if CTs were to go straight to the bomb sites, the encounter would happen right before the entrance of the sight and they won't have much time to prepare and take further positions, but they can choose to send several units on a risky middle route, which only CTs can access, without a boost, that gives them a chance to attack the Ts before they've reached the sites and allow their teammates on the site to get a more advantageous position. It's also a good flanking path. The sites are generally easier to take than on other maps, but with this new middle path CTs can surprise attack the Ts and they can never expect when the action is going to begin. This middle route is also made in such way that it allows both teams to take sound cues and listen if there is anyone rushing. A CT rushing down the middle route can communicate to his teammates which site the Ts are rushing in and tell them to hold back, while he prepares to flank them, or plan a double pressure attack. I don't know if this is gonna work, but I'm willing to try my best to realize my idea. I'm going to post some greybox images this weekend or next week at latest. Might also look to collab with an environment artist.
  7. 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/
  8. NikiOo

    The random model thread!

    Started working on a modular tile set. Here's a random piece:
  9. 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.
  10. 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.
  11. The reflections look awesome and those are some really nice rocks. Are they photoscanned?
  12. 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.
  13. NikiOo

    [CS:GO] De_BigAssStatue

    Ooops... I leaked a screenshot. Unlucko.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. NikiOo

    [CS:GO] De_BigAssStatue

    Here's the concept for the statue:
  21. 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:
  22. 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.
  23. 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.
  24. 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.
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