kinggambit Posted September 21, 2014 Report Posted September 21, 2014 I'm working on an arms race map for CS:GO, set at a sunny beach-side skate park. I'm relatively happy with the layout, but I'm still not sure about how it looks, so any feedback you have is appreciated. There are a couple more pictures here. Needs func_vehicle with skateboards! ⌐■_■, Puddy, Vaya and 5 others 8 Quote
Vaya Posted September 22, 2014 Report Posted September 22, 2014 Pro mapper by next week I'll post some real screens when it's less embarrassing 2d-chris and ⌐■_■ 2 Quote
Idolon Posted September 22, 2014 Report Posted September 22, 2014 Mostly finished up the last 20 brush map, and started making another one! I should probably be studying instead Need to redo the color correction on the 2nd one for sure. leplubodeslapin, Xanthi, cashed and 16 others 19 Quote
General Vivi Posted September 22, 2014 Report Posted September 22, 2014 That, is just alllll kinds of SICK. Radu and Idolon 2 Quote
2d-chris Posted September 22, 2014 Report Posted September 22, 2014 that's cool, there's tons of room for cool abstract art in games - pretty underdone if you ask me. Quote
Single Posted September 23, 2014 Report Posted September 23, 2014 Needs func_vehicle with skateboards! func_vehicle is not a crime! I'll see what I can put in. Add glass? I think there is a reinforced one that may fit. Looks interesting btw nice! I've not often been to skateparks where the ramps are so close together tho. and definitely no skateparks with grates between the obstacles. maybe move some ramps to make a bit more space and to make the grates more believable? or change the grates to reinforced glass? or cover the grates with a layer of reinforced glass..? I've tried out glass instead of the grates, it works fairly well, I'll probably keep it. And killertomato, I'll look at moving things apart. Thanks for the feedback everyone! Quote
Squad Posted September 23, 2014 Report Posted September 23, 2014 Mostly finished up the last 20 brush map, and started making another one! I should probably be studying instead Need to redo the color correction on the 2nd one for sure. Looking great! Just wondering, are these 20 brush maps a challenge you put upon yourself or is it a competition being runned somewhere? Quote
Spherix Posted September 23, 2014 Report Posted September 23, 2014 Mostly finished up the last 20 brush map, and started making another one! I should probably be studying instead Need to redo the color correction on the 2nd one for sure. Looking great! Just wondering, are these 20 brush maps a challenge you put upon yourself or is it a competition being runned somewhere? See: http://facepunch.com/showthread.php?t=1425511 Squad 1 Quote
Idolon Posted September 23, 2014 Report Posted September 23, 2014 Holy cow, thanks everyone! These are for the Facepunch contest, but I'm mostly making them for my own enjoyment. It's a good exercise in design; I recommend you all to take a shot at it. General Vivi and Vaya 2 Quote
Vinneri Posted September 24, 2014 Report Posted September 24, 2014 There is so much to do, but I'm really happy with the beginning. De_agri ready for playtest tomorrow Vaya 1 Quote
TheGuma Posted September 25, 2014 Report Posted September 25, 2014 Ahh.. Silly Imgur. Didn't let me edit the titles, but oh well. Hope you get what i mean (It was faster to put it on Imgur, really) Since I put links to albums, I also did a spoiler. I have quite a lot of stuff going naow, so here ya go - De_Oasis Progress (Yay) http://imgur.com/a/dYPJh Cs_Mansion (Remake, copyright folks. But whatevez, I'll get in touch with original creator.) http://imgur.com/a/btNyk ChA1NsAw 1 Quote
TheOnlyDoubleF Posted September 25, 2014 Report Posted September 25, 2014 Trying out some additions as the gameplay was all over the place. Imbalanced amount of trickjumps and mid-air 'dogfights' compared to close combat. The ledge rails redirect movement to the bridges and decrease the flat open area. The bridge itself is added so the long pathway is interrupted, lift removed, liftjumping to the bridge is easy with regular lift jump. Before you could only reach the roof with a hard dodge-liftjump. Now it's also easy to get to if your on the far right side. You're not forced to take the lift or jump pad. As for the lighting in this area; I did not attend to it yet. It's rather dull now. Still need to add props too. And I don't know why, but I love to stare at this: It seems very clean. If mine could be as clean... Ahah Quote
penE Posted September 25, 2014 Report Posted September 25, 2014 Thought I'd share a bit of progress of the scene I'm currently working on. It will be for a character a friend at Yager is doing right now (you can follow his progress on http://www.polycount.com/forum/showthread.php?t=138052). Basically a little old kinda viking like church. Someone at Crytek will probably rig it and another dude from Yager will do some animations for a small ingame cutscene , VFX will be done by a chick from Yager, so we have a nice little colab going on. The VFX in the scene are mine though so far. Hope you like it. -rt-, Evert, Mazy and 44 others 47 Quote
PogoP Posted September 25, 2014 Report Posted September 25, 2014 Nice man, looks like a piece of concept art! Quote
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