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wazeecha

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Everything posted by wazeecha

  1. And here it is! Roughly 14 months after the first dev boxing of a layout that would not resemble anything that Sapper is today, I'm calling it a wrap on this one. The final version is available on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2606362134 I won't get too sentimental on the whole project, but just to reflect on a few things: This has been a learning experience, undoubtedly. It's fun looking at the structures I blocked out last year compared to stuff I've built later on. I'm fully aware of my own, and the map's limitations. Particularly me being a stock model purist with no workable Blender knowledge despite many, many aborted textureless donuts. Optimization is still not great on the map, but the fault of that really stems from me not knowing what proper optimizing was until learning it throughout the mapping process. Yes, I could go through with a comb and fix every bad visleaf, but for me, it's more important to carry all of the new knowledge and skills into the next project, whatever that may be. I had a few playtests on Mapcore which left me with incredibly valuable feedback during the crucial middle stages of development, so to everyone who participated in those, thank you. For those following along on this thread throughout all this, thanks and see you next time.
  2. The last leak has been plugged so I've been able to run my first full compile in about two months. I don't have many screens since I've decided to scrap the current 3d Skybox, but all in all, everything is moving into the finalization stages. The biggest remaining items are the skybox rework, a good pass over all the lighting, also fixing the radar since I haven't touched that for several versions now, and finally just general adjustments and fixing little things. I've updated the workshop listing if anyone is interested in having a look. I've set a hard release target for end of September, so any unforeseen catastrophes aside, my next update in this thread will hopefully be the last. Football pitch at CT Spawn Slums at Long B General overview of T Spawn/Lower Mid area
  3. As July is coming to a close, I've crossed the one year mark of working on Sapper. The playable area is mostly finished, just needs lighting/clipping tuning, and maybe another few art passes. The focus for now is on the out-of-bounds areas before I move on to the 3D skybox itself. At any rate, things are moving and I think full release sometime this fall is a realistic goal. And so with the diary entry finished, here's some screens. The shantytown around B long is growing considerably: Behind the wall going up B house steps: I felt like I wasn't getting enough of a city vibe with my playable space, so I decided to open up the area behind T spawn with a traffic circle and gas station. It won't be accessible, but it already makes the area feel bigger and more urban which is what I've been looking for: I mentioned last time I wasn't happy with the current ground texture, but have not gotten around to working on a new one. I'm trying not to change gears too much between detailing, material-making, and half-assing another blender donut so I can maybe incorporate some custom assets eventually. I haven't done a full compile for some time due to the skybox work, but once I get that wrapped up I'll get a new version on the workshop and post another update.
  4. Amid other real-world obligations, I've been quite lazy about updating this thread. Nonetheless, progress continues. At the moment I'm trying to schedule another round of PTs before the final sprint. With July right around the corner I've pushed back the release estimate to September-ish. That said, here's a few screens from a detail update I did earlier today: CT Spawn looking towards A routes: Still playing around with ground texture. I like my base texture, but just pasting it everywhere is not going to cut it and so far I haven't been a huge fan of this road blend. The roof has, unfortunately, caved in on Wakaliwood cinema: Slums at B long have gotten a dressing up: A Main (Market) Entrance: Updated workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2377882072
  5. After some more testing and a few fairly major layout changes, I'm finally going to allow myself to split time 50/50 layout and detailing. A site was rightfully described as 'uninspired' in earlier versions, so the entire area so has been completely overhauled, taking reference from the Makupa Fruit and Vegetable market in Mombassa, Kenya: I've branched out to include other locations from sub-saharan Africa in my references, but the primary influence still comes from my initial theme locations, the cities of Freetown and Bo in Sierra Leone: Lazy Man No Chop has some new neighbors: I also had an awkward interior space in the Short area that I've converted to a Wakaliwood cinema balcony. The theming here feels a little forced so I don't know if I'll keep it as is, but it was at least fun to make: Progress from here on out will be slow-going. While I really enjoy detailing, I very strongly dislike optimizing and clipping. Which I guess is kind of like saying you like cooking but hate doing the dishes. Anyway, I'm trying to set a timeline for the remaining work. Sapper began on pencil and paper in July of 2020, so it's my hope I'll be able to release a production version right around the same time. I have a patchwork TAR file that I'm using to plan out the (hopefully) final layout and start to look at skybox scenery. Here's what's to come:
  6. Still needs a lot of polishing, but finally have an updated version pending on the workshop. Rough walkthrough video below: Once I remember to fix all my visible nodraws and other obvious mistakes, I'd like to do some more testing in the coming weeks in order to hopefully, finally, call it a wrap on the layout and move on to detailing. I do realize I'm saying that pretty much every update, but, something something you have to believe it yourself first before you can achieve it.
  7. Thanks for having a look! I don't know how much more work I'll put into the cs_ version as I've invested so much in the de_ map now. I'd love to get custom player models at some point, but at the moment that's way above my technical knowledge. I remember awhile back someone linking a hostage map *Edit: cs_ivory by @Quotingmc and @Quadratic* set in South Africa that had custom CT models as local police. I think something like that would really fit well. I'm working on some pretty dramatic changes after being rather humbled in a playtest last week. Graveyard area has been simplified and significantly de-cluttered (isn't actually a graveyard anymore). T spawn has been shrunk significantly. I've completely removed one of the mid connector routes to hopefully cut down on the deathmatchy-feeling and constant flanking. Spawns have also been adjusted on both sides to hopefully address timing issues. Screens are very much WIP:
  8. After running a few playtests last week, I've made corrections in response to all the feedback. Thanks again to everyone who joined the test. A big complaint was about the openness of Graveyard and a lot of the wide weird angles that had to be covered. I've tried to address this by smoothing out the excavator angle, covering up the ditch ramp, adding a high-lo route to the T entrance, which really narrowed down the entire area. The faster interior areas have also been adjusted to (hopefully) remove that OP hold point for CTs. Alternate angle: B site has also gotten a re-work with connector stairs leading up to the former drop window. The ladder has been covered and there is now an additional drop entrance to site through a breakable floor in the apartment. I'm not sure how that last bit will play just yet, so that is pending further playtesting before I make it permanent: Some other minor adjustments include cleaning up the mid apartments and balcony, which have been pretty much blocked off entirely. I've also smoothed out the cover in upper mid, replacing the old car crash area: Ending on a more interesting note.. I'm hoping I can finalize the layout in the coming weeks and really jump into the detailing full time. One area near T spawn, now 'Barbershop', got a jump start on this: The sign I hand-painted in gimp from reference, and I'm really pleased with how it turned out despite the mild case of carpal-tunnel.
  9. Haven't updated this thread but there has been progress in the last two months. Turns out I was a little optimistic about 'fine tuning and detailing'. After struggling with the routing on the cs_ version after the second playtest, I've started working on a de_ version of sapper that feels like it's coming along a lot more naturally. All of the brushing is extremely rough at the moment, but I've uploaded a test version to the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2377882072 Graveyard to A site: B Site: Radar and flyover:
  10. cs_sapper is the third project I've put serious effort in since picking up Hammer as a coronamapper this past spring. Since July, it's gone through a good handful of iterations, but I think it's now at a stage where the layout is mostly finalized and I can move onto fine-tuning and detailing: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2259031029 I wanted to make a hostage map since the majority of the focus seems to be on de_ maps. That said, the original idea did start as a defuse, but the only surviving features of those early designs is the long main: The map is centered around the Diamond Exchange Building and the Clocktower, the first structures I built before I even knew what the map would really turn into: These are both based on references from real-life locations: As far as reference goes: the map is loosely based around the city of Bo, in Sierra Leone. There's going to be a heavy West-African theme I hope will come out more as the detailing progresses. (Oct 2020) Original Alpha 1 Gallery: https://imgur.com/a/TNKtgTH (Nov 2020) Current Version: https://imgur.com/a/u0aa3j4 CT Spawn/Rescue Zone T Spawn/View of Lower H
  11. Since the wingman contest has ended I've been working on a new greybox of cs_sapper, a hostage map loosely based around the city of Bo, Sierra Leone. This is now the 9th iteration of the map layout since July. I've learned my lessons from the judge's feedback on de_dozen and from previous attempts at brushing out this map, so the focus is on layout and gameplay this time around. I don't expect any of this to remain exactly as it is, but here's where it's at currently: Full album here: https://imgur.com/a/TNKtgTH This version is way too rough to consider playtesting at this point, but if you feel like taking a run through, the current build is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2259031029
  12. I miss the giant tentacles ? But seriously looks great, looking forward to testing it out.
  13. Cool theme ? I like the whole WWII revisited aesthetic. As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done. There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.
  14. Since finishing Dozen I started blocking out a new project, for now called 'Sapper'. I originally drew this as a 5v5 defuse but as I blocked out the first two versions I started to gravitate towards a hostage map. cs_ doesn't get much love anyway, so why not. I'm still pretty far away from having anything to playtest on, but can you see any glaring issues with the direction it's headed so far? Rough timings are indicated based on the shortest route (Except for the CT time in I-1, that came following the low route on the far right side). T timings are likely a second too fast as I didn't have an interior to T building when clocking this. Like I said, still early planning, so please excuse the ms paint lines. The biggest question mark at the moment is that interior of T building. I've drawn in what I think might work there, but nothing is brushed in yet. Here's a top down view in game to get a better feel: The theme is loosely based around the city of Bo, Sierra Leone. There's a weird mix of ramshackle huts next to these old colonial-looking buildings I'm using as a lot of the inspiration. Case in point, the diamond exporter that seems to change names in every reference image I see it in: The tower in the center of the map is also blocked from reference:
  15. Finished up some clipping adjustments and other final tweaks. Dozen is now in full release! Thanks to the playtesting group for feedback and for everyone else following along. This will be my last update in this thread. I've got some ideas floating around for a new project, so new a thread is likely coming in the future. de_Dozen (Rel v1.0)
  16. Playtesting on Sunday revealed some pretty serious clipping and collision issues I had totally overlooked to this point, so the past few days have been spent checking through all of my props, sending about 1/4 of them to the trash bin, and removing physics from another half of them. That, along with other changes made based on feedback from the playtest, seemed like enough major changes to bump the beta version to 3.0, and allowed me to write one of the more entertaining changelogs I've done so far: v3.0 Beta: -Major clipping and collision improvements -Added skylights and removed excess props and clutter from bombsite -Added scary toilet to lower T corridor -Tried to cover up headpeeks from Site to Long and from Connector to Stairs -Expanded window from T Spawn to Corridor (can now run through without crouching) -Switched to expensive water in drinking trough -Increased overhead space in Hell (can now run through and only crouch to site) -Added arrow decals so no one gets lost -Detail work is by and large completed The major changes are an overhaul of bombsite including skylights, smoother clipping on the ramp, and a lot less junk lying around: Better look at the skylights: The displacements at sidepath have gotten a complete overhaul to try and improve the clipping. There's still some work to be done here but at least now it's a lot smoother with fewer sticky spots. I've added a handfull of arrow decals to try and guide players a bit more through the level on T spawn: Hell/Long A: And a small indicator that the vent in Office does go actually somewhere: And finally, for future reference, Scary Toilet:
  17. Took a break from hammer this morning in order to make a hype video. Because 80% of making a map is marketing, right?
  18. Completely ignoring what I said two days ago about not posting more updates until the final version is ready--- Kind of a major change here. Blocked off the top of machine and mostly hid the refrigeration unit. When testing this myself, I always felt that it was a super awkward location. I'm hoping that fencing it off will steer gameplay towards the big jump coming from long, or more rotations through the loading dock double doors.
  19. The remaining work has turned into testing, fixing, detailing, repeat. So updates are coming a bit more quicker now but with a little less content each time. I'm on beta v2.3 at the moment, and I'm hoping to have a full release by version 3.0. I don't expect any more major changes to the map, so this will likely be my last post here until the final release. A few minor improvements this time around but I think everything is starting to look a lot more put together. The most noticeable improvement is the interior lighting in Village (chicken cages) and Office. Now you can actually see all of the hens in their not-so-happy homes: Brightened Office Overview:
  20. So I was going to wait until next week to update, but a lot got done in the past few days, and I'm going camping this weekend, so Beta v2.0 is now on the workshop: Changelog for this version mostly included detailing, but a few other fixes: -Many detail/optimization improvements -Displacement adjustments -Added improved egg-carton static prop model -Aligned drain grate textures in cage room -Fixed clipping and getting stuck in flag displacement -Fixed reflection issues on chicken cages -Implemented rough soundscape -Added low-density fog -Radar adjustments The radar has stayed mostly the same, but I think I've finally settled on a color scheme: More screenshots on the workshop. Thanks for having a look!
  21. After dealing with a stand-in brush "model", I've finally got my hands on a proper egg carton from: https://grabcad.com/library/simple-egg-carton-1 Unfortunately the author did a bit too good of a job on it, and Crowbar was not able to compile all of the geometry, so I had to decimate the hell out of it: It turned out a bit wonky after removing so many faces, but at least now I was able to get it compiled and in game. For my purposes I think it fits fine: (Sorry for the bad lighting, this was a fast compile) You can see the original brush model I was using toward the back. The initial version of de_dozen has been out for about a week now, but there's been a lot going on since then. Loads detail improvements, fixes, soundscape implementation, and more will be coming in the next update, which I plan on publishing the second week of July.
  22. Radar file has been updated with v1.1. I realized some walls and pathways were missing, also wanted to try out a new color scheme:
  23. "Those darn animal rights activists are at it again! While anarchists are attempting to destroy a friendly family chicken farm in response to 'alleged' animal cruelty, SWAT is moving in to stop the carnage and make sure that everything turns out... over-easy." de_dozen (Beta v1.0) https://steamcommunity.com/sharedfiles/filedetails/?id=2140771293 de_dozen is an in-progress CS:GO Wingman 2v2 map scheduled for full release in September 2020 as part of the Source Engine Discord Wingman Level Design Contest. At this stage I have published a v1.0 beta build of the map, in the hopes of finally having some playtesting done on it. This is the second map project I've started in hammer (see de_shortbloc for my earlier work). The theme and design was incepted in early May, so this release represents about a month and half and a little under 100 hours worth of work. Original moodboard: Layout sketching (pre-alpha): Alpha walkthrough video: Initial Skybox planning: Beta version screenshots Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs) Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long) T Spawn (T main through window, path to Long via ramp on right side) Garage (CT Spawn) T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage. Cages to T Long More screenshots available on the workshop page. Please send any feedback or criticism if you give it a try. At the moment there's still a lot of work to do, between detailing, optimization, and fine tuning lighting, sound, displacements. I've mentioned in other threads, I find myself much more focused on detailing rather than brushing, so I have no doubt there may be some gameplay flaws I overlooked. Thank you in advance for your honesty in that department. More updates to come.
  24. I shared this on r/csmapmakers yesterday, but here it is again, current state of de_dozen WIP:
  25. Just to add to the collection of "my first map" posts... de_shortbloc: a wingman 2v2 cs:go map. This was the first project I've completed to this stage, which I initially released on April 30th after 55 hours of learning my way through Hammer and then mapping and detailing. Yesterday I released an updated v2 with improved env lighting, more detailing work and random issue fixes. Will continue to fine tune as I get feedback, but as this was my first project in hammer, I was more focused on experimenting with everything in the entire map-making process so some of the stages were likely a bit rushed. https://steamcommunity.com/sharedfiles/filedetails/?id=2079112663 de_shortbloc consists of the 5th floor and roof of an apartment bloc. The radar overlay probably needs fine tuning as I realized the transparent second level doesn't work too well, and I didn't have the courage to try a multi-level radar yet. Roof layout showing CT spawn (right side by stairwell door) and roof access to bomb site in center. Main hallway from Shop, or laundry area, with door to Kitchen apartment that has bomb site access through a breakable wall. This is still CT side with T's attacking from the other end of the building. Bomb site from elevator vent access. Centered is breakable wall to Kitchen, on right is breakable wall of main hallway. These walls were a big part of the initial brainstorming, so while maybe not the most practical gameplay element, I've left them in the final version. Around the left wall is a door with balcony access. The buckets are normally stacked up, but I knocked them over while in noclip and didn't realize until after the fact. Speaking of balconies, here is the exterior approach. Only 5th floor balconies are accessible. Far balcony is a sniper box accessible from roof or vents. Ts start by the near balcony via Library apartment, and then have roof access via the fire ladder, or can continue to site via the clotheslines which are walkable. I know that might not be super intuitive, but like the breakable walls, walkable clotheslines were one of the ideas I initially built the map around, so it stayed. Again, it's not the most polished piece in the world, but I'm happy so far as a first go, and hope to improve going forward. Thanks in advance for any and all feedback!
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