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Everything posted by Lukyvald
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Big Adventures Contest WINNERS
Lukyvald replied to Rebze's topic in Counter-Strike 2 Big Adventure Contest
Congrats to everyone!!! -
Big Adventures Contest TOP 10 FINALISTS
Lukyvald replied to Rebze's topic in Counter-Strike 2 Big Adventure Contest
Congrats everyone!! -
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The first Art pass We've been hard at work arting alpine, there's still a lot to do but I'm personally happy with what we've got so far. I remade mid and B visually to create more of a contrast between the areas on the map. Went for curvy shapes to compliment the pools. Also made a new 3D skybox so you can enjoy some nice views :). The main hotel is still under construction. A became a restaurant instead of a lounge and we also made a new lobby. The hotel sports a new look exterior wise aswell. Gameplay wise we didn't change anything while arting. Here are some screenshots of the changes:
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Rescue zone + terrace changes The latest update brings changes to the rescue zone and terrace area, these changes are mainly QOL and visual. I added an old ski lift as cover on the rescue zone and pushed the trigger back to promote fights before rescuing. CT spawn sports a new look in the form of a cafe building. I also converted the cylinder rocks in the area leading up to the terrace to rock walls for more consistent angles. The terrace area has got a small bar shack now, focused on cleaning up the clutter to make it more visually coherent. Added more options to throw nades into upper from terrace aswell. Here are some screenshots of these changes:
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Mid rotation adjustments My aim with this change is to make players play around the new mid rotation instead of having only the option to push forward when the hostage is being attacked/taken. Hopefully mid will also feel more worth taking now. I would like to see more variety in how the rounds play out overall with this change in place. To introduce this rotation i had to change the T controlled part of mid and the progression from t spawn to the hotel. Here are some screenshots!
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Mid changes 2 The last mid version felt T favoured and too choked up. With this version of mid I aimed to reduce the amount of spots the Ts could occupy, the water area served as one big hiding spot and had a lot of awkward off angles and the progression didnt allow for an easy way to clear it either, so I blocked it off by making it an interior pool. B Hostage short/main also got a wooden facelift replacing some of the rocks. The players on mid are incentivised to smoke each entry the opposing player could be in instead of one central choke, this will hopefully ensure more mid use from the CTs. I also shortened the rotate from the hotel hostage to mid slightly, this change might help with Ts rotating mid round and help CTs to feel more comfortable with going through mid later in the round after picking up the hostage.
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@TulioBRr I'm not sure we'll be able to top the cleanliness of fully flat textures We're aiming for the best visibility possible though, so hopefully your expectations will be met. Thank you very much btw!!
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Rolled out some pre-deadline changes to Alpine, we've got stage 1 art slowly making its way into the level. I also simplified the interior in the hotel and changed mid a little bit. Check out the changes here: https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 !
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The main Level design for Alpine is done, I don't plan on overhauling any areas anymore, I'll still be working on the micro gameplay of the map though. That means it's time to start with arting. So I'm pleased to announce that I'll be working with two talented artists, @zavaro and @g3om. They've both made some amazing assets that I'd like to showcase here.
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We updated the lighting on Alpine, here are a few screenshots! Check the update out in game: https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619
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Hotel + upper rework As I said in the previous post the last two areas of the map i wanted to look into were upper and the hotel itself. I wasn't happy with how the upper worked, Ts had nothing to play around and the CTs had a really easy time getting to the hostage from there. Upper is not a one-way drop anymore. I turned it into a flight of stairs to make the gameplay a bit less one dimensional. and gave the Ts more ways to hold the battle area, be it holding the CT approach or the staircase itself. CTs have two ways of getting into upper, they can come in from the outside of the hotel through a broken window, this entry supports mid range guns. The other, long range focused entry leads the CTs through the interior of the hotel. Now for the hotel changes, these changes are more related to the hotel architecture rather than its gameplay. I felt like the old hotel building didn't feel alpine enough in its design. So i used the references i have gathered up throughout the making of Alpine and remade the exterior of the hotel, the exterior changes also meant that the interior had to be changed a little bit. The changes to the interior areas aren't significant gameplay wise though (Apart from upper). I'm hoping that this is the last big rework made to Alpine before moving onto arting the map. Here are a few screenshots of all of the changes https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619
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Mid + B rework & more I made big changes based on the feedback i recieved during the week alpine was on faceit. I scrapped and fully remade mid and the B hostage area, mid itself should feel more approachable to CTs now, even when progressing further into T territory. The B hostage entry is now more defined and the progression into the interior isnt as choked up. Thematically I made the geothermal pools bigger and more integrated into the gameplay. 2 pools are in the playable area and theres a large one outside of it, theyre inspired by the blue lagoon in iceland. The pools that are accessible provide elevation changes in the mid area. Ive also added cylindrical rocks, those are temporary and there just for shaping. A smaller experimental change is that i blocked the windows on upper to stop wallbangs. Plan on looking deeper into upper and the hotel area in the near future, wanted to get the big changes done first. Hope you guys like the new mid :).
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de_lagrange [fka de_spaceelevator]
Lukyvald replied to nelson's topic in Counter-Strike 2 Big Adventure Contest
Nice pfp dude -
Made a similar themed graybox back in GO for the se comp, really cool to see! Good luck
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Yeah those were p useful back in csgo
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In blender, both the model and animation
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Just rolled out a bigger change for tommorows mapcore test, I completely remade the T hostage area in the hotel. Youll find a new bar that you can play around and defend the hostage from, also a new wine cellar area right behind the bar. Upper got a change aswell with a reworked path leading up to it. I also worked on the clipping some more, especially around the rocks in ct spawn and mid. Here are some screenshots of the changes.
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Pushed a small pre-playtest update before the mapcore test on thursday, thanks to TheZartex and his feedback. https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 Bigger changes coming soon!
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XDD i was there just the other day lolol