KingOfCorn
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KingOfCorn last won the day on April 17 2019
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Mr.Yeah! reacted to a post in a topic:
Tundra [WIP]
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Mr.Yeah! reacted to a post in a topic:
Tundra [WIP]
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Tundra [WIP]
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Jim F Kennedy reacted to a post in a topic:
Tundra [WIP]
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Tundra [WIP]
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Some in-engine WIP stuff ahead of the rotation on the hub this friday. Picture of A-site and the pods by B-long.
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T-Rexer reacted to a post in a topic:
Tundra [WIP]
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Tundra [WIP]
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esspho reacted to a post in a topic:
Tundra [WIP]
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esspho reacted to a post in a topic:
Tundra [WIP]
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The level is slowly taking shape with the 60% goal still in mind. The design philosophy is to gradually improve the map in a holistic way instead of perfecting one area at the time. When we reach 60% we start aiming for 80% and so on. Another guideline we have is to have a strong shape language with a minimalistic direction. We try to find the balance between believable and competitive. Here are some more WIP pictures of the current state of some of the areas:
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JimWood reacted to a post in a topic:
Tundra [WIP]
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We are pretty pleased with where the layout is at the moment and have been moving forward with some art concepts and the first art pass. The stuff shown are some in-engine WIP but helps us visualize the spaces better and see how everything interacts with eachother. Nicoreda has done a great job so far with the modelling, lighting and materials. The next goal right now is to reach minimum 60% art quality by october before we start refining the areas step by step adding more polish. Here are some sneak peeks so far!
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Thank you MrTrane18, great showcase! With only the last day remaining of the week on the FaceIT Hub we have been doing several changes since last friday when the batch started. The changes has mostly consisted of tweaks but one bigger change we have been testing out is the entrance to middle for the CTs. The week started with the entrance on the right (from the CT perspective) but ended up with it swapped for the left side. We will now gather feedback and analyze the data to get a clear indication of the last changes required before we lock the layout and start making it pretty. Here are some of the more substantial changes done during the week on the hub: Opened up the area around B-main slightly. Widened the chokepoint from middle to B-short and added a small cover. Changed the pathing to mid as a CT by moving the entry point. Reworked cubby slightly in middle in the spot where CTs initially had the entry point and pulled the structure in front of it in towards the main building. Also smaller changes to the short cut boxes next to the B-short catwalk. Please let us know what you think about the week on the hub and what we could consider for the last tweaks, especially interested in feedback about the CT entrance to middle and how it plays compared to the old one. You can reach out to us here, on the hubs or just send us a message on discord.
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After the last playtests on mapcore 4/6 and a more casual test with the Nicoreda community the 12/6 we decided to go with some changes which adressed the main issues stated in the last post. Changes focused on: Better gameplay around B by eliminating a couple of unfun angles in the site and adjusting the CT entrance together with changes to cover in the area outside door. More options for taking space on A-long for both CT's and T's. Additional space to work with for T's entering middle together with a new one way drop from T apps down to the T-side of middle. The map will be playable on the FaceIT Hub from friday 21/6 to friday 28/6. After that we will analyze the gameplay and make the final touches before entering the art stage.
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Made some changes prior to the mapcore playtest on tuesday 4/6. Rerouted some paths and remade A-site and most of the areas recieved some type of adjustment. Also adjusted lighting and changed the skybox with a new sun angle. Map played well during the playtest and we are now focusing on refining certain areas. The main issues that will be adressed for next test are: -Lack of cover and space for terrorists advancing through A long. -Unfavourable engagements for terrorists pushing through main chokepoint in middle. -Reducing amount of hs-angles on B together with slight adjustments to cover. One last playtest planned before starting the art pass.
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I'm collaborating with @nicoreda on the project which is a 5 vs 5 defusal map set in an arctic research station. Feel free to check the map out on the workshop which is a work in progress right now. The map will recieve further gameplay and layout changes during the playtesting phase in Stage 1. https://steamcommunity.com/sharedfiles/filedetails/?id=3237619935
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Expo is a competitive 2 vs 2 defusal map created for Wingman mode. The map is set in a convention center in the central parts of a major city in the U.S. There is a climate convention taking place due to the critical state of our planet and the ongoing climate change. A small group of environment antagonists from a global forest industry company will do whatever it takes to stop the convention from taking place. This includes setting the whole building on fire. Take a look and enjoy your stay, any feedback is welcome!
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You're right, there are two spots who dip a bit in fps but still remain in the "ok" span. Mainly this has to do with how I structured the map from the beginning (noob mistake) with such an open middle where plenty of stuff is drawn when standing in some parts of B staring at middle for example. Pretty much all of the textures are hr which also tanks a bit. The biggest gain I could probably get would be to start combining props but that would be a new area for me and would require a bunch of work. That's always the problem with having mostly stock props. Thanks again for your contribution ?
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A new update is out! -Overall polish -Improved lighting on foliage (thanks to Ringel) -Replaced ivy models
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Thanks a lot for spending the time it took to try this! Will experiment with the different settings to make it look even better.
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Just uploaded the first version of Golden since July. Been doing a complete overhaul of the map visually and also added some gameplay elements. Several new custom textures and some new models aswell. Here's a summary of the changes made: -Major visual rework -New 3d skybox -Added a drop in second mid -Added cover for safeplant on B -Raised the tree for cleaner gameplay and visibility around the courtyard. -Improvements to optimization -Boosted the lighting in the metro area -Several minor changes throughout -Bugfixes Have a look and please let me know what you think!
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I think the map would benefit from having a cleaner color theme with fewer colors used that works well together. I also agree with blackdog, the lighting could get improved. Other than that it looks like a solid map with good effort put into it.
