Hollow Posted October 30, 2012 Report Share Posted October 30, 2012 (edited) A lot of the textures are placeholder for now, and I'm likely to replace things like windows and trims with custom models. That is actually just a small section I cordoned compiled, the full layout is complete and has been tested to death (but in dev textures form) and I'm going through polishing each area up An example of bombsite A; I actually tried to make the whole map coherent in terms of height and space, the whole map slopes down from T spawn to CT. Maybe that just isn't apparent in those two screenshots. I'll keep in mind your thoughts about the architecture not being realistic (though I did base a lot on reference photos), as it's something I'll tweak progressively down the line! Edited October 30, 2012 by Hollow Thrik 1 Quote Link to comment Share on other sites More sharing options...
JeanPaul Posted October 30, 2012 Report Share Posted October 30, 2012 I meant it not being realistic as a good thing. sorry, I should have clarified. Quote Link to comment Share on other sites More sharing options...
Hollow Posted October 30, 2012 Report Share Posted October 30, 2012 Oh haha no worries then. I think we're both partly correct. I'm using 'realistic' geometry and shapes seen in particular types of buildings & architecture, but arranging them in a specific way that wouldn't likely exist as a complex in real life. Quote Link to comment Share on other sites More sharing options...
FMPONE Posted October 30, 2012 Report Share Posted October 30, 2012 Beautiful colors Quote Link to comment Share on other sites More sharing options...
Psy Posted October 30, 2012 Report Share Posted October 30, 2012 I'm going to have to disagree and say that your choice of textures, props and your architecture makes the map seem like a mish-mash of different ideas lacking any sense of unity. It seems too "busy". Quote Link to comment Share on other sites More sharing options...
JeanPaul Posted October 30, 2012 Report Share Posted October 30, 2012 I agree its a little too busy, but thats nothing removing a few icicle awnings cant solve. Quote Link to comment Share on other sites More sharing options...
_gb Posted October 30, 2012 Report Share Posted October 30, 2012 TBH nuclear waste probably wouldn't just stand around in some back yard like this. Quote Link to comment Share on other sites More sharing options...
Hollow Posted October 30, 2012 Report Share Posted October 30, 2012 (edited) TBH nuclear waste probably wouldn't just stand around in some back yard like this. The Terrorists drove it in with the pick up truck and dumped it there, originally planning to set it up at the smokestacks, but ran out of time and focused more on the primary target (the shipping area at the docks). I might change the truck type, as it's not very big atm. Edited October 30, 2012 by Hollow Quote Link to comment Share on other sites More sharing options...
cincinnati Posted November 2, 2012 Report Share Posted November 2, 2012 i've been loosely working from a concept i painted before this map was even an idea. for cs:go. the sunshading is all dispacements for the moment...the textures and illumination look a little wonky. Lacabra 1 Quote Link to comment Share on other sites More sharing options...
Minos Posted November 2, 2012 Report Share Posted November 2, 2012 Nice concepts man Quote Link to comment Share on other sites More sharing options...
Wenceslas Posted November 9, 2012 Report Share Posted November 9, 2012 Little WIP of an aim_ map I'm working on for a contest. There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing ! I still need to place the boxes and to add some details here and there. sixbyseven 1 Quote Link to comment Share on other sites More sharing options...
Psy Posted November 10, 2012 Report Share Posted November 10, 2012 Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down? Quote Link to comment Share on other sites More sharing options...
blackdog Posted November 10, 2012 Report Share Posted November 10, 2012 (edited) Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down? Agree; my first impression was that there are too many, but really they are "too many, too bright", usually pathway lights are smaller, dim. Having those like this makes me notice "Oh, not a single one is broken" Edited November 10, 2012 by blackdog Quote Link to comment Share on other sites More sharing options...
sixbyseven Posted November 11, 2012 Report Share Posted November 11, 2012 DM-Warren: TF2-style map, built in entirely in Unity. Still just flat colors and tweaking the lighting/style. More info on the Unity forums: (link), or here on mapcore: Play it in your browser!: http://www.sixbyseve.../DM-Warren_Web/ Screenshots: Quote Link to comment Share on other sites More sharing options...
sixbyseven Posted November 11, 2012 Report Share Posted November 11, 2012 Little WIP of an aim_ map I'm working on for a contest. There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing ! I still need to place the boxes and to add some details here and there. This is looking very nice, what engine is it? Quote Link to comment Share on other sites More sharing options...
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