Estamie
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DutchCrazyGamer reacted to a post in a topic:
de_cathedral
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Lefty reacted to a post in a topic:
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Map's finished!.. or as finished as it can get for now Workshop link
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a Chunk reacted to a post in a topic:
de_cathedral
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Lefty reacted to a post in a topic:
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DutchCrazyGamer reacted to a post in a topic:
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While still not 100% finished, it's generally speaking complete-ish. There's now a working (if a bit rubbish) minimap, areaportals, grenade clips/clips wherever i could put them, and i've detailed some previously boring/bare areas. However the map isn't really as detailed compared to even older CSGO maps so it'll most likely suffer in the "visually pleasing" category (if not all of them), but i'm still happy with it considering that this is the first bomb defusal map that i've actually completed/published and to be honest i'm kind of eager to work on something that isn't this map. https://imgur.com/a/7CVFa0m There are still some things to do before the deadline. Those things being adding cubemaps, touching up the navmesh a little, detailing distant scenery, and fully compiling it. It's still also possible that some probs are missing but it should be fine for the most part. The newest version (26-1-2020) should be up on the workshop now.
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a Chunk reacted to a post in a topic:
de_cathedral
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The map is slowly coming together but some areas are still rather bare. Places like both connectors, A site and the route leading from A site/CT to B have pretty much been collecting virtual dust the past few months but i'm hoping that i can focus on those spots now that i have a bit more spare time on my hands. https://imgur.com/a/c3jB2Nq There's still a lot of problems that need to be fixed (like the radar image, skybox, weird props/textures, etc) but i'm going to make the workshop submission public if anyone's interested, however the map is still barerly optimised so i apologise if it runs like garbo (runs at around ~190 fps on my i7-4970, gtx 1070 ti pc so i'm hoping that it's good enough for now) https://steamcommunity.com/sharedfiles/filedetails/?id=1797218805
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C-NAP reacted to a post in a topic:
de_cathedral
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The map is slowly taking shape but most parts are still a bit rough and/or unfinished. I've spent most of my time working on the sites so t spawn, mid, and both connectors are still pretty basic at the moment. I've added more lighting to the map, but some places (like A site) is still pretty dark at the moment. Here are some screenshots: https://imgur.com/a/yntJ3Nt I should probably also mention that most (if not all) props are going to be from other official maps. I'm not the most experienced mapper so making my own is not an option at the moment, though i have considered using royalty free props if there are any out there (haven't really researched it that much).
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Estamie reacted to a post in a topic:
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Estamie reacted to a post in a topic:
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a Chunk reacted to a post in a topic:
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The lighting is a bit wonky at the moment but here are some screenshots. B site: T spawn: Mid: A site/CT spawn: Corridor between A and B: Corridor between T and A
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DutchCrazyGamer reacted to a post in a topic:
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Interfearance reacted to a post in a topic:
de_cathedral
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This is the first ever mapping contest that i'm taking part in so i'm really excited to see how this goes, good luck to all of ye! I decided to go with a map based on a cathedral/basilisca after a bit of brainstorming with some pals. i thought of basing a map in India or Japan but i'm personally more familiar with European designs and well cathedrals just look pretty cool. I'm still not 100% sure where this map will take place (as in which country), but i'm certain that it'll be somewhere in Europe. Should probably mention that this map will most likely be called something else when it's complete.. Or atleast i hope so. Here are some references: https://imgur.com/zrjFdHn Mid and A site will take place inside the cathedral while B will be set in a garden just outside. This will probably make it harder to do (for example) a smoke execute on A/Mid but i'm hoping that i can solve that by either opening up windows, vents, etc or design the site in such a way that allows terrorists to execute without having to throw smokes across the map. I'm also worried that the map is too big or that players might gravitate towards A and Mid considering that it's faster than going to B. I Haven't been able to playtest this map with friends/other players so far and i'm not the most experienced mapper so thoughts/feedback would be extremely helpful!
