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CaptainCam

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  1. Like
    CaptainCam reacted to NikiOo in [WIP] Torga   
    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.
  2. Like
    CaptainCam reacted to Roald in Anubis   
    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on. 
    @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth
    I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well
    Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders!

    Bridge to midle and canal functioning as A/B rotation for T's



    View from T spawn


    B main route, will change from the layout drawing as the road is terribly open and no good for gameplay

     


     
     
  3. Like
    CaptainCam reacted to Maritime in [WIP] de_Monsoon   
    Sorry for not really updating the thread yesterday, nothing incredibly interesting has happened. I've been working on some layout changes but they aren't completely established yet. I did some "detailing" in mid using brushes and hope to get more done soon. Greybox is my favorite stage because i get to play around with new layout ideas and make mock up models until i have a good aesthetic.
  4. Like
    CaptainCam reacted to Maritime in [WIP] de_Monsoon   
    gif of the map's base layout changing over time (these layouts are from a while ago but still good to show the early stages of my layout), most likely won't do this with future changes but it's nice to get the general idea across.
  5. Like
    CaptainCam got a reaction from TECHNICKER in Length of Mid (in cs go units) of Cs go maps   
    I feel like this is the literal CS:GO equivalent of 'How long is a piece of string?'
  6. Like
    CaptainCam got a reaction from That50'sGuy in Length of Mid (in cs go units) of Cs go maps   
    I feel like this is the literal CS:GO equivalent of 'How long is a piece of string?'
  7. LOL
    CaptainCam got a reaction from Interfearance in Length of Mid (in cs go units) of Cs go maps   
    I feel like this is the literal CS:GO equivalent of 'How long is a piece of string?'
  8. Awesome
    CaptainCam reacted to seir in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  9. Like
    CaptainCam reacted to ItzOmega in [UE4] Western Recall   
    On monday we did our first playtest with some people that came to our school! They really liked the game and we had some really good feedback.

     


     
    We have also done a lot of progress in the game. These are some of the most important things:
    Custom player hands are finished and fully implemented

     
    Automatic pistol and Revolver are also texturized


     
    Church is also in the final process. In this module we tested most of the main Materials and shaders, so by the time we have all the other buildings and sets created it’s going to be a lot easier to implement everything.

     
    We also created a Silo to give more variety to the Town

     
    And a team photo so you can see us 😁

     
    Robots are still in progress. We will try to show them when we have good renders.
  10. Awesome
    CaptainCam got a reaction from Interfearance in [CS:GO] Beyond [WIP]   
    There are quite a few dead ends in the map, what are their purposes?
  11. Awesome
    CaptainCam got a reaction from Interfearance in de_production [wip]   
    Hey guys! New here
    Here's something I've been working on over the past week or so. A map based on a missile production facility, where I wanted to create really memorable bomb sites and some cool gameplay in the map. Here are some screenshots (obviously super WIP) :).

    Overview (apologies for the annoying brown stuff covering the right side, you can see what it is in the screenshot below)

    A Bomb site (left is T side approach, right from Heli is CT approach)

    B Bomb site, literally on the factory floor where the missile is being built. Falling in the hole is insta-death... but is the challenge of planting in the open worth the ease of defending the bomb?

    Here's my mid. I want all unbreakable glass on the left where you I could imagine all robots would be working on things on the benches. Mid has connections to both A and B.
    I've tried to bring loads of cool tactics into the map, for example:

    A safe smoke from B corridor to smoke main doors allowing T's to cross to the left side of the room

    Boost possible onto top of mid to A connector, allowing some interesting gameplay and maybe some clutch saves on A bomb site?

    A smoke from T approach to A that completely smokes the CT spawn to A route. Great for a quick push
     
    Let me know of any feedback you guys have on anything so far, I'd love to know all of your thoughts
    Thanks so much!
    Cam
     
     
     
     

  12. Like
    CaptainCam got a reaction from a Chunk in de_production [wip]   
    Hey guys! New here
    Here's something I've been working on over the past week or so. A map based on a missile production facility, where I wanted to create really memorable bomb sites and some cool gameplay in the map. Here are some screenshots (obviously super WIP) :).

    Overview (apologies for the annoying brown stuff covering the right side, you can see what it is in the screenshot below)

    A Bomb site (left is T side approach, right from Heli is CT approach)

    B Bomb site, literally on the factory floor where the missile is being built. Falling in the hole is insta-death... but is the challenge of planting in the open worth the ease of defending the bomb?

    Here's my mid. I want all unbreakable glass on the left where you I could imagine all robots would be working on things on the benches. Mid has connections to both A and B.
    I've tried to bring loads of cool tactics into the map, for example:

    A safe smoke from B corridor to smoke main doors allowing T's to cross to the left side of the room

    Boost possible onto top of mid to A connector, allowing some interesting gameplay and maybe some clutch saves on A bomb site?

    A smoke from T approach to A that completely smokes the CT spawn to A route. Great for a quick push
     
    Let me know of any feedback you guys have on anything so far, I'd love to know all of your thoughts
    Thanks so much!
    Cam
     
     
     
     

  13. Awesome
    CaptainCam got a reaction from TECHNICKER in de_production [wip]   
    Hey guys! New here
    Here's something I've been working on over the past week or so. A map based on a missile production facility, where I wanted to create really memorable bomb sites and some cool gameplay in the map. Here are some screenshots (obviously super WIP) :).

    Overview (apologies for the annoying brown stuff covering the right side, you can see what it is in the screenshot below)

    A Bomb site (left is T side approach, right from Heli is CT approach)

    B Bomb site, literally on the factory floor where the missile is being built. Falling in the hole is insta-death... but is the challenge of planting in the open worth the ease of defending the bomb?

    Here's my mid. I want all unbreakable glass on the left where you I could imagine all robots would be working on things on the benches. Mid has connections to both A and B.
    I've tried to bring loads of cool tactics into the map, for example:

    A safe smoke from B corridor to smoke main doors allowing T's to cross to the left side of the room

    Boost possible onto top of mid to A connector, allowing some interesting gameplay and maybe some clutch saves on A bomb site?

    A smoke from T approach to A that completely smokes the CT spawn to A route. Great for a quick push
     
    Let me know of any feedback you guys have on anything so far, I'd love to know all of your thoughts
    Thanks so much!
    Cam
     
     
     
     

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