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Lefty

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Everything posted by Lefty

  1. Congrats Ya’ll!!! Let’s all finish our maps
  2. Newest version of Sol now on the workshop: Link here << Gameplay/Layout received minor tweaks and a player clipping pass throughout the map, ensuring a smoother experience. This version of Sol was made ready for the Mapcore Hub. Currently running now from the 15th - 29th, don't miss out! Tspawn, middle road and bombsite B cathedral have gone through it's first art pass. We're happy with the outcome of the playtests so far and the direction we are taking Sol. The cathedral is being worked on by @SethTooQuick Defiantly expect more to come! Concept Art for bombsite A; along with a mascot of sorts: Screenshot time: Main Street Bombsite B / Cathedral Tspawn Restaurant
  3. Update before the end of stage 1. Soundscapes and lighting improvements have been added to Sol. The Cathedral received the most attention with now moody lighting and accent lights. Other areas and interiors got small detail changes and lighting as well. Best of luck to everyone!
  4. Sol is a defusal map set in a historic area in Cusco, Peru Team: @Kokopelli @SethTooQuick @Lefty The goal was to create a really convincing space following CS design principles. Players will fight through winding streets and iconic landmarks, such as the great Cusco Cathedral. Mood Board of overarching theme: The map began with a list of key points of interest: T Spawn - Arch Ts spawn in front of a large archway at the top of a sloped road, based on the Arco de Santa Ana. CT Spawn - Plaza CTs spawn in a commercial area featuring the iconic stone arches of the Plaza de Armas. A Site - Outdoor Market A small park between commercial buildings with various vendor stands. B Site - Cathedral An epic, large scale cathedral based on the Cusco Cathedral. Mid - Street A winding road extending from T to CT spawn, linking various parts of the map. First Version of De_Sol is available on the workshop HERE <<< Radar v1:
  5. What a stellar team! Thank you for all the cs2 tutorials btw, huge help. Expect nothing but the best from you all. Good luck!
  6. Created two pieces of detailed furniture for personal use, maybe for a project down the line. I've baked the seames and folds from a high poly model on to the texture to create extra depth. I used my own sofa as reference and I'm happy with the turnout.
  7. I've been wanting to make a level for something else besides Source for awhile and I thought this would be a good opportunity to give it a go with Prodeus. The vanilla textures for this game fits well for the style of cyberpunk. It would add a different flair to the game and plus I love the look. So far I've just been blocking it out and using Bladerunner as a reference for interior. My goal is to make a fast pace level with tons of neon and si-fi architecture. I'll probably update this when I get the rest of the level blocked out and looking for some feedback. 3 months left :) > Here is some gameplay <
  8. Good stuff! Hope to see it on faceit soon
  9. Lefty

    County

    I really like the theme and how it's turning out! All of this reminds me of the rust belt and small mining towns. A train depot and a small gas station would fit with the theme just for an idea. Good stuff
  10. Congrats to everyone! This has been one tough competition with a lot of really good entries. Definitely a great showcase of all the talent in the Mapcore community!
  11. That's what I was kinda thinking. This is a huge time investment to get anywhere close to something decent. Most of us know we aren't guaranteed anything even if our maps are popular. To me it's a pation project and it's nice to have a community around it. I know mapcore sometimes has the reputation to be more about the art then layout. I can kinda see why but maps don't tend to get far without a soild tested layout first or they'll suffers greatly.
  12. Congrats to everyone who finished their map and participated! There really could have been 15 finalist. A few maps that didn't make it could easy stand beside the 10.
  13. They got till the end of Feb 1st lol
  14. I'm pretty Impressed with the location you guys picked. Looks difficult to work with but it seems pretty lived in. The buildings are a tad too squeaky clean for me but overall it's pretty solid. I'm pretty sure Yanzel did the ocean and as always very impressive. Found one slight no draw spot, ez fix.
  15. That was literally me during the 2017 contest. It's definitely doable, I always feel like deadline makes you accomplish more under pressure. Just don't burn yourself out!
  16. The power of $phong!
  17. Hands down probably one of the best layout sketch I've ever seen. Best of luck and great choices for location to get vibrant colors.
  18. Some Chinese lanterns for a csgo map
  19. Getting a big l4d2 vibe from this map. Love what I see so far!
  20. Lefty

    Resistance

    It doesn't feel like any space in the map goes to waste and it's easy to figure out where you are at after walking around for 5min. The map is pretty compact but there are a few long angles. I'd feel like awpers would dominate sites either pushing or defending from how spaced out both sites are. A few unique features like the fence boost and how mid is setup. Looking forward to the playtest.
  21. > Workshop Link Here < Finally released my map in the nick of time. The map is based in L.A. film studio. I'd love to hear feedback and good luck everyone! Link to the work in progress thread: HERE Link to more screenshots >>>HERE
  22. Lefty

    de_studio

    I haven't updated for ages so here I go: One thing I've learned is that everything is subject to change for the better so don't fall in love with your first draft. Compare V1 and V3 together and you can tell lots has changed. Not only the layout of the map but the map's functionality, size of areas, choke points and gameplay styles ect. Playtesting your map is important but, what is more important is how deal with feedback and incorporate it into your map. Constructive criticism is important for pointing out the flaws of your map that you otherwise would have failed to notice in the first place. Not all feedback though will benefit your map so take everything with a grain of salt. Great video for that Here. When I finished with V2's revise I thought it was final and there was't anything I need too improve. After my 2nd playtest I soon realized there was way more to improve upon. The negative outweighed the positive by a lot. Nothing unsalvageable but tons of small issues of the map built up. That's why just looking at V3's layout is way easier to figure out the paths to sites then V2s layout. If your interested in seeing ether playtest I'll post it: -Playtest1 -Playtest2 biggest lesson learned don't ever create so much dead space in a map that it's literally "dead space". It's been coined the name No Man's Land during a playtest. I love the fact that it shrunk significantly in each version. Here is some screenshots of progress.
  23. Lefty

    CS_Apollo

    I'm loving the whole look of the new suits! It decently beats the green knight's armor The orange version reminds me of a Cosmonaut's suit. Are you planning to interpret it as one?
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