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Posts posted by synkope
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Hi!
I think that in a sense, the memorability of a map depends on how big a thing you can add to the map, because everyone loves big things (of course, this is more a joke than the truth, but nevertheless, how many times have you seen the death star in Star Wars?). I really remember the maps Biome, Graveyard, Big Statue map, my Victoria map, so I also want to implement something Great in this project.
Title: Migration (temporary?)
Location: Africa, Tanzania, Serengeti Park
Scenario: Bomb Defusal
Initially, I just wanted to make some kind of complex in Savannah, but in the process of researching the theme, I found a very interesting sub-theme (even better than the main theme). Great Migration is a large-scale event, when huge herds of wildebeest and zebras travel in search of water and food, I think it's very interesting to see this in Counter-Strike.
I hope that I will be able to implement this idea in a way that will be really impressive. There is a long search for technical solutions that will take a lot of time and require some creativity. I think it's a good challenge.
Here is a collection of references on the basis of which the visual will be created: -
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Hello! I haven't posted any new maps here in a while, so it seems that the time has finally come
Horizon is a new map I'm making with rastick (steam) He is the founder of the map and gameplay developer and I'm a visual and gameplay developer. The setting of the map is a museum complex in the mountains, and the main visual feature - a stunning panoramic view from the mountains.
All of the screenshots you will see is the production version. The current playable version looks much simpler (like a graybox with textures in some places).
SpoilerGameplay (WIP but it's almost done)
We spent a huge amount of time and effort on the gameplay of the map and tested it many times. Well, the progress is visible, we thought about a lot of gameplay situations, both in general and in particular, made a lot of different places that put the player in interesting situations, and we have not found significant shortcomings in the map, BUT I'm still not satisfied with the map (maybe it's a phantom memory and pain for my previous "great" projects, but it's not certain).
We're still working on gameplay, so if you ever play our map and have thoughts or want to report a bug, we'd love to hear your critique!
SpoilerVisual (WIP)
Now the visual component is not so much ready as it is at the stage of prototyping and searching for ideas, and if everything is more or less solved with nature and surroundings now, the architecture is still in the active phase of thinking. Nevertheless, I think it all looks like at least a very interesting concept right now.
I have a couple of models and textures ready, but I'm still looking for ideas, so I'm being cautious about making props.
SpoilerReferences and sources of inspiration
The map was originally inspired by the tourist complex on Mt. Säntis (Switzerland). Also very much inspired by Mt. Wellington (New Zealand). Now it is a kind of symbiosis of these two places, the architecture from the first and the nature and views from the second. And also I liked the Lumen Mountain Museum which helped me finally choose the setting of the museum in the mountains.
SpoilerWorkshop Link (CAUTION! gray textures)
Hope it was interesting to see what we do, thanks to everyone who read this! Hopefully we'll share more details about development soon...
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On 7/10/2020 at 11:55 AM, Vaya said:
do you know about this: https://www.sediscord.com/wingman2020/
Wow, thanks! I somehow missed it...
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I agree that the rocks look too flat. For some time I tried to make my own rock texture and 3D models for them to increase the implementation, but all this did not look beautiful enough to continue working in this direction (because I can not sculpt, and I am limited only to blender modifiers and height maps).
This is one aspect that needs to be improved.And the water looks so boring due to the weak reflection effect. I also tried to set it up, but for the time being, in the workshop, for some reason, I did not see reflections from cubemaps (this effect is noticeable on screenshots of the map from the workshop, for example, there are no reflections on the glass of buildings).
I hope I fix some problems a bit later in the next update, if I'm not too lazy
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Hello! Some time ago I made a Victoria map for a competition of exotic maps, and to be honest, it is far from ideal and I received some useful criticism. I was dissatisfied with my map and was sure that I could make it better. The original idea was to completely rethink the Victoria map, but during the development I realized that now I don’t have enough power to start doing something as big, but better. I decided to change the scenery of the map a bit and move it from Africa to Canada, and I decided to develop a map for Wingman mode. In the end, I did the job in about two months. And now you can see what I did.
SpoilerHistory (about the same as the Victoria map)
Terrorists are trying to destroy containers with harmful chemicals in order to cause great harm to the environmental situation in the area of the waterfall and make these places less attractive for tourists, which will lead to a huge environmental and economic disaster.
Map structure
The map has three main approaches to the plant, this is through the park, the interior of the complex and scaffolding (the fun fact is that they were added at the very last moment).
Comparison of Darina map with Victoria map
Of course, you can call it self-repetition, but you need to take into account that at first I did a remake of Victoria, and only then I changed the operating time a little under the new map. BUT yes, in some places I really brazenly copied Victoria.
Here I will show you a couple of interesting screenshots.
Niagara Falls and map references
The map was inspired by Niagara Falls and its surroundings, but this time I decided to call the map not the original name, but my own, which is of particular importance to me, since this is the name of a person who means a lot to me.
Here are a couple of screenshots and photos of similar places.
Map screenshots and mini-map
SpoilerThanks for reading!
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Hello! Some time after the end of the competition, I wanted to do a remake of the Victoria map. For a while I really did this, but I realized that I was too tired of Victoria and decided to make a new map with a waterfall based on the experience (that's why the new map looks a bit like Victoria). I decided to make a map for Wingman mode. Victoria had big problems with the background and the waterfall, they looked very ugly and boring, so I really wanted to fix it and spent a lot more time on these things than before. It seems to me partly I did it, and in this regard, the map looks much better than Victoria (although it’s still not perfect).
Separately, I would like to say a word about the waterfall. This time, I decided to use the $alphatest parameter for textures, which caused a bug when a model of a waterfall overlays over the effects of a bomb explosion. I did not find ways to fix this, but I tried to partially hide this defect with opaque railings in the bombside area. Well... not as terrible as it could be
Here are a couple of screenshots of the map (it is called Darina):
Spoiler -
About the similarity of my card to the Biome map.
I am only eighteen years old and I am not a designer or even an artist, my knowledge in color, composition and other areas is equal to zero (or almost zero). The fact that I became one of ten (eleven) finalists is real magic. I still do not understand how this happened, but I am very happy from this fact. This is one of the most beautiful events that has ever happened in my life!
It’s hard for me to come up with a visual image for the map, which is why I have to partially copy it from photo references and from other maps (most of all from the Biome map and a little bit from the Inferno map). I myself am saddened by this fact, but otherwise I just won’t be able to make the map visually attractive.
The new version of the map will be even more similar to Biome :|
Since the approaches to the plant B (botanical garden) from CT and T were mostly invented by me, they turned out to be not very beautiful, because of this I decided to change them based on the Biome map. CT spawn is also slightly modified because it was terribly ugly. In my opinion, the new version of the map looks better, but this is not my merit, but the merit of jd40.Here are some screenshots from the hammer editor
Spoiler -
Thanks for the honest review! I agree that the center is a problem, I also agree that at certain points fps sags very much (I don’t know why), I know that the buildings are too similar (but I wanted to fix it by adding a unique background, like a bridge and a waterfall, I’m not sure that navigation is really difficult).
I'm also unhappy with the waterfall
it could be done better, much like Basalt did, I think I will decompile this map and see how the waterfall is made there BUT there is a big problem: if you use the $translucent parameter, then the waterfall lights up when the bomb explodes, it looks very bad, so I probably
still have to use the $alphatest parameterI am not a professional in level design and art, so a lot of things look average.
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I don’t know if I succeeded, but I added a competitive mode.
- Interfearance, Freaky_Banana, Talkette and 1 other
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I thought I solved the problem, but it turns out not. now func_buyzone on terrorists is not available on the map. I decided not to pull and open access to the map, now only deathmach is available there
https://steamcommunity.com/sharedfiles/filedetails/?id=1984417232 -
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Ready a quick sketch of the geometry, and also made the final version of the layout.
- TelaF, DutchCrazyGamer, Lefty and 1 other
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5 minutes ago, blackdog said:
seems way too industrial and built up for such a naturalistic spot
Thanks! I'll think about it...
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4 hours ago, Tynnyri said:
The lighting feels like it's too yellow
I agree. I haven’t set up the lighting for the map yet, which is why it looks so bad.
4 hours ago, Tynnyri said:Also for the cliff sides, you should try to using multiple different props and them so they do not repeat.
I will definitely do it, but now I just set the props on the map to create the first visual version.
Thanks for your comments!1 hour ago, mryeah said:There's already a map called Victoria, you may want to change your map's name to make its nature-oriented feel a bit more obvious
The current name of the map seems very appropriate (and beautiful) to me. I doubt that I will change it, but thanks for your remark.
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Hello! English is not my native language, so I will use Google translator, sorry
So, the scene of the map is a huge Victoria Falls.
The bomb site A is an observation deck on which terrorists placed dangerous toxic substances to poison water and harm nature.
The bomb site B is a botanical garden where a unique collection of rare plants (and their seeds) is collected and terrorists are going to destroy it.
And now I will present screenshots of what I started with and where I came to:
- First version (general idea)
- Second version
- Third version
- The fourth version (pre-final layout)
- Fifth version (final layout + start of creating a visual image)
And a few more screenshots of the current version of the map:
- Spawn of counter-terrorists
- A bomb site
- Spawn of terrorists
- Road to bomb site A
- Mid
- Terrorist mid
- B bomb site (general form)
- B bomb site
- B bomb site
- Road to bomb site A (general form)
Thanks for reading!
- Lefty, DutchCrazyGamer and Mr.Yeah!
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Migration [Work in Progress]
in Counter-Strike 2 Big Adventure Contest
Posted
And here is the first map diagram: