Pampers Posted July 26, 2013 Report Share Posted July 26, 2013 lol spend time on the actual game instead of a logo Sentura 1 Quote Link to comment Share on other sites More sharing options...
selmitto Posted July 26, 2013 Report Share Posted July 26, 2013 @PyroGXPilot Yeah the S ended up being too Mass Effect-ish @Pampers For sure! lol I did that just when I felt some inspiration for that, but instead of trying more versions right now, I'll let that cooking in my head while I work on what really matters Quote Link to comment Share on other sites More sharing options...
Setin Posted July 27, 2013 Report Share Posted July 27, 2013 I felt like I rushed my previous version of my map. I decided to sit down all day and rework it. I wasn't happy with how it was previously, so I came up with this. I fell much better about this version as the slightly flood areas that are part of the theme are incorporated more, and the areas are more defined. tr0nic 1 Quote Link to comment Share on other sites More sharing options...
_gb Posted July 27, 2013 Report Share Posted July 27, 2013 Fuzyhead: What I'm asking myself is how there can be such a pool of water inside a hangar, unless the roof is broken... in which case there would be a light beam coming in too, or something. Quote Link to comment Share on other sites More sharing options...
tr0nic Posted July 27, 2013 Report Share Posted July 27, 2013 (edited) Setin, I could be wrong, but it looks like your map has a LOT of routes. Also, it looks quite hard for ct's to rotate between bombsites. THey have to go back to ct spawn or push and take the Terrorist route. I admire the attention to detail you put into your layout though! I need to do that for my next project... mine always end up looking like a 5 years old drawing.... Edited July 27, 2013 by tr0nic Quote Link to comment Share on other sites More sharing options...
Setin Posted July 27, 2013 Report Share Posted July 27, 2013 @ tr0nic Ya, I've been looking at it a lot and have started bsp'ing it out. There isn't a lot of routes, but it does feel somewhat confusing. I'm thinking of moving T spawn to the right and back slightly. I'm also thinking of getting rid of the ramp down to mid right in front of T spawn and moving the one from mid to B in the lower right down slightly. This would get rid of one more route and would centralize things better on the T side of the map. On the point of CT rotation, I wanted it to be different than regular figure 8 layouts where there are routes to everywhere from mid basically. Bombsite B is kind of like de_inferno in how that it can only be reached from banana and CT spawn, mine can only be reached through CT spawn and T's path to B. My layouts also usually end up looking like a 5 year old's drawing. My first couple of versions of this were mostly hastily drawn out on paper a few times and then a bit more thought out on grid. I felt though that with that hastiness, the layout wasn't as thought out and I didn't feel as committed to the project. So I decided to slow it down and do it in Photoshop. It took me a lot longer to do, but I feel that this version is much better and was worth the time. Here is a picture with the routes highlighted in red, The route changes that I mentioned above for T are the blue lines, and the blue circles are the expected CT defense spots. One CT covers top A, one lower. One covers mid (he has view of the bridge [darker red line over mid] as well and can call/cover that too). One CT covers the tunnel and boost (darker red line) at lower B and one covers upper. Rotating from A to B may take longer, but the paths are much wider to get there, allowing for an easier take. Rotating from B to A there are more paths/entrances, but they all have narrower paths which are easier to defend. Quote Link to comment Share on other sites More sharing options...
PogoP Posted July 30, 2013 Report Share Posted July 30, 2013 Messin' around with Cryengine. Very early days yet, got loads more to add! I'll start up a thread soon ⌐■_■, General Vivi, El Moroes and 10 others 13 Quote Link to comment Share on other sites More sharing options...
Spherix Posted July 30, 2013 Report Share Posted July 30, 2013 Working on a climb (kreedz) map for cs:go; porting kz_man_everest from 1.6 to go. Part of the internal cave structure; lighting needs work. Brightness cranked up a notch via Photoshop here; Both the inner caves and outer mountain structures are quite blocky/square cause the map came from 1.6. I'm currently in doubt if I want to use displacements on tons of surfaces to create a bit more realistic shape here and there, I am however in doubt if this will cause performance issues. Quote Link to comment Share on other sites More sharing options...
sven Posted July 30, 2013 Report Share Posted July 30, 2013 Well, displacements are quite cheap to render, but if you have a gazillion of them, it might add up. You can take a look at how they did it in the HL2:EP1 (or was it EP2) cave levels. Quote Link to comment Share on other sites More sharing options...
FMPONE Posted July 30, 2013 Report Share Posted July 30, 2013 Displacements render very cheaply. Personally I wouldn't worry about it Quote Link to comment Share on other sites More sharing options...
JeanPaul Posted July 30, 2013 Report Share Posted July 30, 2013 (edited) You can have pretty much as many displacements you want and FPS will barely be affected. However, they bloat the ever living shit out of the filesize and no one wants to sit around and wait while a 200+mb map downloads from a server. What you have so far doesnt seem like it would be too much of a problem though. Edited July 30, 2013 by JeanPaul Quote Link to comment Share on other sites More sharing options...
Spherix Posted July 30, 2013 Report Share Posted July 30, 2013 (edited) The insides aren't that bad indeed, but the main outer structure is this: Right after decompile in Hammer; Hence I wonder if I should go on with it, I kinda realized too late that I should have been using displacements from the start in certain areas, I went ahead without any planning ;-) Perhaps I'll leave it in brushes to 'honor' the original map. It's a port after all.. :X Edited July 30, 2013 by Spherix Quote Link to comment Share on other sites More sharing options...
FMPONE Posted July 30, 2013 Report Share Posted July 30, 2013 Honestly it might not be so bad, but then again I've never found working with displacements to be as unpleasant as others Quote Link to comment Share on other sites More sharing options...
PyroGXPilot Posted July 30, 2013 Report Share Posted July 30, 2013 What FONT is used in those diagrams Setin? Quote Link to comment Share on other sites More sharing options...
Setin Posted July 30, 2013 Report Share Posted July 30, 2013 The FONT is called AddElectricCity. I can't remember where I found it online, you can probably just Google find it pretty quick. Quote Link to comment Share on other sites More sharing options...
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