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sir goober

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Everything posted by sir goober

  1. mine is actually very close to that 0 341 0 / -35 / 213 200 223 38 / 78 87 126 25 guess I gotta bump up the ambience
  2. Alright fellas, it's been too long. W a a a y too long without a new update. The map looks completely unrecognizable (for the better). The lighting has been fixed, now emitting a cool cyan/purple glow throughout the map, instead of the blinding pink (no idea what I was thinking when I made that). 1 last thing before showing you all the screenshots, I usually test on the fast compile, meaning lights aren't as powerful. So when I compiled with HDR, the lights may be a lot brighter than I intended... But shouldn't really affect things! So here ya go. So a bunch has changed, hopefully these lovely screenshots will encourage you to test this map out =-] oh, and how could I forget? Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=1802024714
  3. So I'm working on the lighting issue, and I believe I have made some great improvements! but before I go fix the entire map, I worked on one spot to see if it would look good. Gotta say, I'm liking it! So I made one spot with a very clear and nice cyan color, while one part is that a e s t h e t i c deep purple color (combined with some detailing)! Should I continue using this combination? I think it's a lovely fit! =-]
  4. yea, im fully aware of the lighting issue, it'll be fixed upon the next big update
  5. Realizing that it's been some time since the last update, just making a little one to wrap up some concerns. - Yup, I've done some rework on the lighting so it isn't burning your eyes out. (Always make sure the lighting looks good in a normal compile instead of the fast option) - The Radar is fixed after some odd bug messed it up slightly Radar: - And I've detailed 2 parts of the map so I can get an idea of how the map will look and feel Chokepoint at B: Chokepoint at A (I'm too lazy to compile the map and wait 2 hours to get a few screenshots): So not that exciting of an update... ... But! The workshop version of the map will be updated very soon, so you all can play without getting your eyes burnt by the lights! https://steamcommunity.com/sharedfiles/filedetails/?id=1802024714 Here's the workshop =-]
  6. Gotta say, this one is gonna be somethin' special. =-]
  7. yea...the final compile I did had the lights shine WAY brighter than the fast compile i use 99% of the time. I'll have it scaled down a lot by tomorrow.
  8. Just found a quick tutorial (an absolute miracle), and was able pack up the models. Hopefully it's fixed now!
  9. Alright guys and gals, the time has come... de_Vice is now up and ready to be tested! I realized that I had spent more than a month making this beautiful thing, and I've been waiting for this day to proudly announce it's arrival! Here ya go, a gift from me: https://steamcommunity.com/sharedfiles/filedetails/?id=1802024714 No, go ahead. It's for you. couple of pretty screenshots: now I sit back and R E L A X ... p.s Custom Tree Models made by catfood (good guy) =-]
  10. What a goofy week I've had, which was mostly spent on this silly map. So after all this time, the main layout is finally complete! After listening to the many hits of Phil Collins, I had a great idea for a Bombsite B, and everything else fell into place. straight to the point, look at these screenshots I took of the new bombsite + T spawn (don't worry, CT spawn is made) Radar: Bombsite B: Quick snippet of T spawn: So after a month of working, the map is Almost ready to be sent to the workshop! I just have many many bugs to fix... mostly with the radar. The map will most likely be posted within the next couple of days =-]
  11. Jeez...had no Idea that color correction was a thing...This changes everything! this is way better than just spamming lights! Thanks for the tip, buddy. =-]
  12. Hallelujah, an actual update! I gotta say, i'm quite impressed with my self about this one. Update #3, Bombsite A Production on this one was weird, I spent hours on end staring at the screen planning out on what I should do, trying several layouts that just didn't satisfy me. Then out of no where, while listening to the popular hits of the 80's, an idea popped into my head. I couldn't let this one disappear, so I built the main layout of Bombsite A in a 10 minute burst of energy! Cathartic? Yes. I sit back and view at what I made, and this is what I got: Bombsite A itself: Terrorist Route to Bombsite A: "Mid House" to Bombsite A: Radar Overview (unpolished) (full of menacing trees) (unprofessional) : So after an intense workout of my two hands, Bombsite A is crafted. Now that leaves Bombsite B, which already has a lovely route in progress! Mid to Bombsite B route: So that wraps up Update #3, I need some sleep...
  13. I would say within this week or next week. if later then assume I gave up on the map =-]
  14. So I've finally made the middle of the map, after many nights filled with blood, sweat, and tears. And after some adequate testing of the layout and all that jazz, I worked on making the M o o d and A e s t h e t i c of the map, since it would most likely be the main reason this map would get attention. Probably gotta add more lights in some spots, since the visibility can be a bit dark in areas. So here are the fruits of my labor. It's not much, but its a start.
  15. hopefully nobody has made a map inspired by the A E S T H E T I C of the 80s retro culture. ... and hopefully its "Exotic" enough to meet the competition's requirements. so the theme will be pictures i've found on google and whatever I can remember from watching the movie Scarface (recommended) and here are my findings: So God give me strength, since this'll be quite the challenge.
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