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Noodle King

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Everything posted by Noodle King

  1. A 2018 Harley Davidson Softail Fatboy that I worked on for around 3 months. The final product is something I'm pretty happy with. There's a bunch more renders and wireframes on my Artstation, so go check it out if you'd like: https://www.artstation.com/artwork/NXBDP And tell me what you think!
  2. Sorry for the "spam," but I just wanted to show my second attempt at a vehicle. This time I put some more effort into the materials and presentation, hope you enjoy! It's based off of a mix between a 1969 Ford F600 and 1970 Chevy C10. Tell me what you think!
  3. Yeah I missed those trim curves thanks for pointing it out I prefer to use the edge split modifier, they pretty much do the same thing and i'm just used to using it.
  4. Been working on some assets in blender. I'm not quite sure what i'll use them for yet, most likely something to do with UE4. Thought id show em here. The jeep isn't quite done, but the rest is pretty close. Also I've set the jeep up so that I can tint it's paint color with one material. In total it comes out to around 11,000 poly's.
  5. Noodle King

    Aerospace

    Id just like to say good luck to everyone! I'm excited to see the judge's decisions! -Since the full release I've fixed some of the issues you guys brought up. The wing models now work, and floating brushes can't be seen anymore. I've added clipping to the crates on B-Long, and also made it easier for T's to throw smokes onto B.
  6. Noodle King

    Aerospace

    There's no 100% correct explanation, but here's the main idea: -Terrorists stowed themselves inside shipping containers which were loaded onto the plane, then got out once the plane was airborne. -Ct's were already on the plane, which could be for a variety of reasons. (Protecting precious cargo and ensuring it arrives at its destination, already suspicious of terrorist threats, guarding a VIP, etc.) -As for the actual player models, the T's are professionals because they have an agenda to fulfill, and bringing down the plane is apart of that. Ct's are the FBI because the plane took off from an American airport and is owned by an American company. If there was a government run security force on the plane, it would be the FBI. -Oh and the jets are the CT's, and are tailing the plane after receiving a distress call. Neither are damaged, the exhaust coming out the back is meant to convince the player they are airborne and moving a little bit more. The rest you can fill in yourself, it is a CS map after all. The scenario that Aerospace puts forward is plausible, but the central purpose of the map isn't to tell a story. No problem Thanks for asking!
  7. Noodle King

    Aerospace

    I guess I wanted a bit of a challenge, and to do something new. There a lot of wonderful csgo maps out there at this point, covering tons of themes. While the idea of a flying plane map isn't a fully original idea, it is unique theme that isn't used often. The whole idea of playing in an environment that is constricted by the linear shape of a plane is appealing to me because it's a breath of fresh air. While the map doesn't fully constrict to the shape of a plane, both geometrically and in scale, it still gives that feeling of something special, in my opinion. I can personally say that Aerospace was the most enjoyable project for me to work on. In fact, the challenge was very enjoyable. But that's me personally, If you want to know who the idea for a flying plane came from, that's all Gz. When we were first brainstorming map ideas we both kinda agreed that we wanted to do something that would stand out. Gz flung out a ton of ideas, admittedly I waved most of them down. It took some convincing when he came up with the idea for a flying plane, but I agreed to try it out. We started by testing if we could make a convincing flying effect with the clouds. When it turned out we could pull it off, I started on the actual layout. Fast forward a bunch of months and we finally have the full release out
  8. Noodle King

    Tangerine

    *One surpasses the other* Top 10 Anime Betrayals
  9. Noodle King

    Aerospace

    Yeah I can do that for sure
  10. Noodle King

    Aerospace

    Gonna postpone the update till tomorrow to get a couple more things done
  11. Noodle King

    Aerospace

    Oh wow yeah i'll fix that too
  12. Noodle King

    Aerospace

    Releasing a small update in a few minutes that half-fixes the wing problem and fixes the CT spawn that was outside the buyzone. I also added a little vent to throw nades through in mid, just to test it out.
  13. Noodle King

    Aerospace

    Yeah the wing glitch thing i'm aware of. I had it working in an earlier build of the map, but i'm still trying to recreate it. It's on top of my to-do list. As for smokes and stuff, I'll be tweaking the map a bunch so don't worry, things like that will get fixed Oh yeah and as for the custom assets, I may consider releasing them Though they are pretty specific to a plane theme so it would be interesting to see what people would use them for.
  14. Noodle King

    Aerospace

    Well, It's been a long time, but Aerospace is finally getting a full release! Thought I'd make a separate forum to showcase the final product. First of all, Id like to thank the Mapcore community for helping Aerospace become what it is. If it wasn't for your feedback, Aerospace would be a three-story unthemed mess. Thankfully you guys were there to guide me along In my time developing Aerospace I've learned a lot about mapping, and look forward to future projects as well. I'll still be updating Aerospace and responding to feedback, but a working full release version is ready! Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1204544481 Alpha Post: https://www.mapcore.org/topic/21139-aerospace-alpha/ Screenshots:
  15. Yeah you may be right, some darker contrasts would look nice. I'll consider it
  16. I hope you'll be happy with the final release Planning on releasing it tomorrow!
  17. Well Aerospace is getting close to done! I've been working hard the last few days getting the last things dealt with. All the areas are fully detailed and functional now. No new update is live on the workshop, but that will probably come this weekend, I'll tell you guys when! There's lots to talk about, so lets get started! The final radar image, all polished and pretty. This image has both floors side-by-side for a full look at everything. I'll use this for the workshop page. The biggest changes you'll see are the totally reshaped A-site and the narrowing of B-site. While on the topic of branding and such, here's the new logo! I don't think I've shown the old one on here, but that's probably for the better, it was pretty bad. The real meat and potatoes of this update is the redone A-site. Looks a lot more like a plane, doesn't it? The T's enter from behind the camera, while the CT's have entrances on either side of the bar. This design is more asymmetrical, and I think it gives the T's an easier time pushing and holding ground on their way to A. CT's will also have more options on what angles to hold, either being able to choose to push aggressively to mid or staying back and defending the bombsite. The area behind the camera from the previous screenshot. The new CT spawn! Since I redid A, I also had to redo the CT spawn. The door in the center of the image leads out to A, and there's one identical to it just off to the left. The way down to B can be seen on the right. No more dev textures on B finally! I experimented with lots of textures, but most of them were too busy. As you can see on the walls in the back, I've opted for a more simple design. It gives your eyes a place to rest and keeps the map tidy looking. Since A got changed up, I had to remove the side area with the kitchen that connected to the old bar. I liked the look of that area though, and didn't want to scrap it. I found a use for it down on B in this side room. On the door over to the left you can see it works quite nicely. It took a while to get this area right. This is the T's path to the lower floor and B. I didn't want to use boring old ladders and I wanted the CT's to have a little more time to get settled on B. The view from the bottom of the last screenshot. The corner at the end leads up to the stairs. Found this screenshot in my library. Just thought it would be cool for you all to see how far Aerospace has come Overall, Aerospace has been a roller coaster ride of changes and reworks. If I had gotten the layout right the first time I would have been done in July! It's been a great learning experience though, and I'm glad you've all been here for support and suggestions. There will still be things that need improving, but the full release is almost ready. If you find any bugs or things that I could improve on, don't hesitate to comment. Like I said, the updates will go live in a couple days once the final touches are done. Hope you all like it, and have a nice day!
  18. Like I said I've already redesigned that entire area of the map, but it's just not live on the current version, so you wont get to see it just yet! My new design actually simplifies the layout more, instead of adding extra passageways. With the linear nature of the map, I feel that adding more passages just makes the T's advance more difficult. Plus, the "old" A site already has 2 terrorist entries, which is normally more than enough. If you look at official maps, most sites only have 1-3 entrances, and considering the limited space I have to work with, I think a third entrance on A wouldn't benefit the map. As well as making the layout more readable, the new design also makes it more sensible, better reflecting the interior shape of a plane, instead of the big wide open space that the old A-Site is. If the map didn't take place on a plane, I may consider adding a third entry, but I feel that my new A-Site design balances the map while making it easier to read. Hopefully that's how it turns out in practice! Hopefully I'll have some screenshots of the changes up here soon!
  19. Thank you very much I'm glad to receive all the feedback I can get!
  20. Thanks for the advice For all the problems with A-site, I actually redid that whole section of the map for the next update. The new layout looks more believable for a plane map, and gives CT's less places to hide. You are right that in the current public build the map is CT sided, but ever since our last playtest I've been working to balance it out a bit. The changes I made should be subtle enough to not throw everything out of balance, and give the T's a better chance. Overall don't worry, all the problems you mentioned are fixed or being fixed
  21. Well it's been a little while, sorry for the wait! GZ and I have been busy with school and procrastinating, so it's taken us a while to get another update out. Over the last month or so we've been hard at work detailing and sorting out game play issues. I think we can both agree that we are narrowing down on our final layout. No new update is live on the steam workshop just yet, but expect one in the coming days! New screenshots and descriptions of our changes: A-site after the first art pass. While it may not be super super realistic to a plane, we wanted it to feel open and not feel crowded. In the context of a massive luxury airliner, I think a room this big would be very possible. I guess you can call this "dark." It's a room off to the side of A site that acts as a good spot for CT's to defend from, and a valuable post plant position for the T's. Also, the normal mapping on the carpet texture makes the light gradient look pretty cool Opposite to "dark" on A site is the bar area. To the left is where the T's enter from this area. To the right is the small drop down into the main site. Pretty much everything you see in this screenshot is custom content, with the exception of a couple models. Smaller details are still in the works, such as bottles on the bar shelves and clutter around the empty spaces. Behind this screenshot is the doorway to the bar area in the picture above. This area is themed to be an "employees only" sort of room. The cooking for the bar is done back here and that sort of stuff. The doorway on the left leads to mid. Id say that this area is pretty much done visually. The biggest and probably most important change is that there are now two entries to mid for T's. My hope is that this change balances out the fight for mid a bit, without making it too messy. If this configuration does turn out to be too chaotic, we may need to ditch one of the extra angles that CT's get from mid. It's also very worth mentioning that this layout change required me to shift the whole t spawn area to the left (if you look at it on the radar.) This actually makes the plane more realistic, since the cargo hold and cockpit were previously not lined up. Not really sure how that happened in the first place, but its all good now. Also, the hallway leading down to B from T-spawn has been altered from this change. In my opinion, it looks much better. I'm no expert modeler, but here is the cockpit. I probably scrapped and restarted this 20 times in blender, but the end result looks pretty good in my opinion. It could be way better, but it gets the job done. Note that most of everything featured in this update isn't done visually. This cockpit area will need some work, but the basic idea is there. Finally, I'll show you our progress on B-site. We're still experimenting with textures and such, but the main idea is starting to take shape. Ya know, dingy cargo hold and all. Sorry that none of this is in a spoiler, I couldn't find them in the edit menus. (Were they removed?) Anyways, hope you like the progress we're making and take comfort in the fact that were actually aren't dead, just lazy Once again, expect to see these changes get pushed to the workshop version in the next couple of days. Tell us what you think, and thanks for reading!
  22. This map has gotten a full release, Check it out, fixed lots of the stuff the Beta suffered from.
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