General Vivi Posted December 14, 2012 Report Posted December 14, 2012 Philip! I was traveling backwards through the thread pages and all I saw was "Oh shit!" comments. When I hit page 666, my heart literally skipped a beat. I love that style sooo much! Makes me want to script something in that environment! Quote
voodoochopstiks Posted December 14, 2012 Report Posted December 14, 2012 (edited) holy shit Philip I pretty much crapped my pants, I REALLY want to walk around it! Love how you keep pushing the envelope on environment art! Edited December 14, 2012 by voodoochopstiks Quote
PogoP Posted December 17, 2012 Report Posted December 17, 2012 (edited) Just a quick Cryengine test from last night.. Gonna try and make an open world environment soon. Something a little more unique. Going to sculpt the base and then use just the erosion filters in World Machine. Edited December 17, 2012 by PogoP 2d-chris and Corwin 2 Quote
Seldoon182 Posted December 17, 2012 Report Posted December 17, 2012 (edited) Cool stuff PogoP can you share your reference you used for this draft ? Looks like a bit cartoonish to me. Edited December 17, 2012 by Seldoon182 Quote
PogoP Posted December 17, 2012 Report Posted December 17, 2012 (edited) No references in particular Seldoon (though I have collected loads of references for the scene itself), it was just an engine test. Mainly done in World Machine, a bit of work in Photoshop, and then exported to Cryengine and tweaked. It came out cartoony-ish I guess, and I may go for that sort of style... Not entirely sure just yet. I'll see where it goes! It's going to be all old English countrysides and little lanes/paths. These are kinda what I'm going to be making eventually: Edited December 17, 2012 by PogoP ⌐■_■, 2d-chris and Seldoon182 3 Quote
Pampers Posted December 18, 2012 Report Posted December 18, 2012 (edited) I also made a set of mountains a while ago divided them into separate meshes though, so I can quickly place them around the map as background drops Edited December 18, 2012 by Pampers Seldoon182, Minos, blackdog and 5 others 8 Quote
PhilipK Posted December 18, 2012 Report Posted December 18, 2012 Thx Dan and Vivi! Nice terrains there. It's really fun to play around some with world machine. Just got a personal license some months ago. Lots of cool custom scripts for it too. Quote
Marcos Posted December 19, 2012 Author Report Posted December 19, 2012 Unbelievable work there Philip, your creativity is mind-blowing! I realy dig how it all fits together even though there is so much contrast in the scene. I started a little cs:source map since I got alot of spare time now. Layout is done, but I redid the whole look because I want to incoporate Phil's texturepacks into it. Dont know if it will be do-able because of it's sci-fi look but im trying the whole "secret government research lab" cliché. Pic shows T-spawn which is a bunker/sever system. It's the first compile and clearly the env_sprites turned out shit Squad 1 Quote
holiestcows Posted December 22, 2012 Report Posted December 22, 2012 Working on a CS:GO map, its for BOMB. General Overview This is bombsite B This is bombsite A Quote
JeanPaul Posted December 22, 2012 Report Posted December 22, 2012 Too blocky, get some more angles in there! Quote
Pampers Posted December 23, 2012 Report Posted December 23, 2012 that bombsite is way to cluttered, six entrances and with that many crates, makes it impossible to defend or hold after a plant Quote
holiestcows Posted December 23, 2012 Report Posted December 23, 2012 (edited) In regards to bombsite B being too cluttered, I feel as if that it is not, after extensive playtesting with my friends for a good couple days, and many revisions, it plays out pretty fine In my opinion. I would love to have it play tested on the mapcore's CS:GO server though. I added some more angles as well. Edited December 23, 2012 by holiestcows Quote
ShockaPop Posted December 23, 2012 Report Posted December 23, 2012 It seems that the B-site has 7 (!!!) entrances. which is pretty damn bad thing in my opinion, especially it being also a room with tons of crates. You should probably cut the room in two, so it has one bigger entrance and 2 smaller ones. Take a look at official maps to see how they work. Quote
blackdog Posted December 23, 2012 Report Posted December 23, 2012 So holiestcows, main choke point seems to be the B bombsite, estimating the travel time. I won't complain about crates, since they are just a filler easy to move around, but if I imagine the room without those, still looks a bit too busy. Btw Ts have the height advantage when they come in, so it seems the room can balance itself to a certain degree. While you are in this alpha state try to test a couple of variants changing entrances, heights, moving covers that bombsite is way to cluttered Bombsites also look a bit too cramped, A in particular (which, on the other hand, feels the more "CS" to me). Quote
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