Spherix Posted December 15, 2013 Report Posted December 15, 2013 Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong. The terrorists spawn inside the mountain and CTs on shore and docks. Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures. If you need a hand with CTF, I've got it pretty much set up for CS:GO. Quote
TheOnLY Posted December 15, 2013 Report Posted December 15, 2013 (edited) Finally reworked my map (de_catchment) and i would like to playtest it. when it plays fine i will put it fom alpha into beta Here are some screens (with negraph enabled ) http://steamcommunity.com/sharedfiles/filedetails/?id=204167649 http://steamcommunity.com/sharedfiles/filedetails/?id=204167623 http://steamcommunity.com/sharedfiles/filedetails/?id=204167638 http://steamcommunity.com/sharedfiles/filedetails/?id=204167605 http://steamcommunity.com/sharedfiles/filedetails/?id=204167549 http://steamcommunity.com/sharedfiles/filedetails/?id=204167576 Edited December 15, 2013 by TheOnLY Quote
KOLARI Posted December 15, 2013 Report Posted December 15, 2013 That would be awesome Spherix. I'll make sure to contact you after im finished with the visuals. Don't expect it anytime soon though because there are still some work to do with the map and I don't have too much time to work on it. Quote
KOLARI Posted December 15, 2013 Report Posted December 15, 2013 ctf_dearesther? If only I could make it as nice looking as Dear Esther. Anyways could try to differentiate the map turning it into a bit snowy. Quote
Squad Posted December 15, 2013 Report Posted December 15, 2013 @ KOLARI: I like the moody atmosphere it has now. But as TermInator said, it's probably a bit hard to see other players. What about trying some lighter textures on the buildings? It could help in readability and drawing player's attention. Or even better, use lighting to improve player guidance (thinking building exterior lights, fire, beacons, interior lights illuminating outside through windows, ... ). Perhaps a bit cliché, but a lighthouse on top of that mountain would be cool too: Quote
ShockaPop Posted December 16, 2013 Report Posted December 16, 2013 Kolari, your map looks nice. Has the Dear Esther-ish feel to it. That's not necessarily good when it comes to gameplay in CSGO. Textures are bit too noisy, making it easy for players to blend in them. Can't wait to play the map though, it looks nice and I like the displacements (you did these by hand?). Quote
KOLARI Posted December 16, 2013 Report Posted December 16, 2013 (edited) Thanks Sotapoika. I know the map doesn't have your typical CSGO atmosphere, but with these huge displacements I feel like it's necessary to have quite a lot of fog and dim lighting to make it look decent. But I will try to find something that fits more CSGO. I made the displacements by hand and I am not quite happy with them yet :/ I am already trying to remake them. I find it hard to make realistic looking mountain/hills. One way would be trying to go for winter theme after all, which I have had in my mind but im not really keen about the extra work that would bring. And I guess I need to learn some modelling as I want to create small crane as there is one in the original map too. The lighthouse that squad suggested would require to be modelled too I think. Edited December 16, 2013 by KOLARI Quote
Squad Posted December 16, 2013 Report Posted December 16, 2013 I guess that depends. Are the mountains in the actual map or is it all 3D skybox? It shouldn't have to be superdetailed either, as it's high up. Quote
KOLARI Posted December 16, 2013 Report Posted December 16, 2013 Everything except far distance sea is on the actual map but I intend to move the unplayable area of the mountains into 3d skybox as I get the displacements done. Quote
Skacky Posted December 17, 2013 Report Posted December 17, 2013 Been working on that for the Quake The Way id Did speedmapping session at func. I'm trying to replicate American McGee's style. Sprony and mjens 2 Quote
Skacky Posted December 17, 2013 Report Posted December 17, 2013 Thanks man. I released it on func_msgboard in the speedmapping thread. Quote
RaVaGe Posted December 17, 2013 Report Posted December 17, 2013 There has been so much improvements on the game engines since this decade. Sprony 1 Quote
Radu Posted December 22, 2013 Report Posted December 22, 2013 (edited) It certainly changed a lot over the previous weeks. Any feedback would be greatly appreciated. I'm planning on making the middle area some sort of warehouse, the rest of the map being quite open- a forest. Edited December 22, 2013 by Radu Quote
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