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WIP in WIP, post your level screenshots!


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Posted
Wah..

Time has tell me what is the important to know about the mapping and the mapping rules itself. Every Mapper Need to know the most important thing is to create hes own map. Creating maps is hard work and only them who wants to be a real good mappers, they build and build in years. But now after long time, after many hours i have sucefully made my own map. Ok my own map.. So lets see if it is good or bad work..

Posted (edited)

My first 'completed' map. It's up on steam workshop, but the layout's pretty flawed and it was mainly a feeler for CS:GO's assets and design along with the level design process in general. I started the art pass waaaay too early, I didn't collect nearly enough feedback on the layout, so it turned out the way it did. I dare not post it in the releases section.

 

de_collar:

 

5691D22BA82F31BB9C3CF7AAF7178F9E2843DBB7

637A8289C97A6F26FE2876CC4DE3395E6B082AD3

7515A8A1FAA5ED26E5A30D8F010531EAD152A53F

F159B6A4195D5B87BD474421077340A88918D9A5

 

I've literally never finished a map before this  :v

Edited by geogzm
Posted

Not too shoddy for a first finished map! I think you mostly need to work on architectural details, as most of the buildings and walls you have follow the same formula of "Flat wall with ledge at the top." Still, not a bad job.

Posted

Not too shoddy for a first finished map! I think you mostly need to work on architectural details, as most of the buildings and walls you have follow the same formula of "Flat wall with ledge at the top." Still, not a bad job.

 

Thanks! I've two vague ideas for a next map using a similar layout, although just in case I tackle a similar setting at any point - what kind of details would you recommend? More building trim along walls, different-shaped ceilings and such?

 

Some advice on floors, try breaking them up with trim and sections made of different materials.

 

What kind of stuff could I have done with that map? I'm curious about how to pull off floor trim, I'm guessing stuff like that water canal thing that I had in the last picture?

 

also, slap a few taller structures, both in the play space and around it - will help to breakup that flat feel it has.

 

There's a few more just out of view in some of those pictures, and they were from a previous update - although even in the newer version on the workshop, the sky feels a little empty. 

 

Thanks for all the feedback, like I said - I'll probably start working on another map and focusing on getting the layout figured out better first before the detail pass (my worst mistake last time lmao) but I'll bare all this in mind. I'm shooting for something in a more natural environment.

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