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WIP in WIP, post your level screenshots!


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Posted

Hey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer.

I recognize that map! You probably should have told people that it's based off of a multiplayer map in Halo 3 :P

It looks great and might not work well for defuse, but Arms Race and Demolition could work out great!

Posted

scale looks mental there, what's the map timings to sites?


Thanks

With knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.

And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.

Here's in-game overview: (no much lighting yet :()

map.png

Posted (edited)

With knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.

And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.

Here's in-game overview: (no much lighting yet :()

Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate :P 

map.thumb.png.379218b7cd498e9ed4187d1484b6eae5.png

Edited by Logic
Posted

Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate :P 

map.thumb.png.379218b7cd498e9ed4187d1484b6eae5.png

Some very good points, although I suppose it's a bit difficult to tell the layout completely :D. CTs can't at the moment go through the hallway with an arrow, It was specifically designed to provide an attacking direction for Ts.

.tattack.thumb.png.c8489afb57dcf15ffa2276

The "same rooms" are actually stairs to have a higher chance of surviving, since having just one of them leading to A seems like a death trap for Ts.

The room that you want to be mid actually kind of is, it's hard to tie together yet but that and the area to the left equals what I'd call mid for now.

The staircase at bottom left is actually a bit hard for me to decide on, since you can't see it on the overview but there's actually a separate entry to a hallway below it, so two hallways overlap. The rooms above the red circle, the ones with 2 and 3 large windows, are accessible from this hallway. 

I REALLY need to work on the bomb sites. Currently thinking of ways to make B more interesting and A less overwhelming by its size.

Also, vents! This is something that came up to me very early, but still haven't added them for testing purposes. In the final version there'll probably be some vents with multiple drop-points to help both CTs and Ts navigate to the bomb sites, while making rotation a lot easier.

Leaving tomorrow for a week, so sadly I can't work on the map. :( But I'll make sure to post some more info as things get done!

Posted

Never even played Unreal Tournament, but your sketches and handwriting are beautiful.

Thank you. The level will be beautiful when I get done with it too! Made a little headway last night and started rethinking some of the elevations on the interior of the temple.

Posted (edited)

Is the building to the right one big prop? why no self-shadowing under the balconies? :S

good point, thought the ssao would take care of that, but realize that it might not affect models (in s1) which is too bad, right now all windows, balconies and other arches share the same texture, baking the ao would make it look nicer but also add to the file size, ...but haven't really started looking into visuals yet, so shadow distance might be set very low etc, agree that it looks fairly flat and boring :)

wip version for those who want to try it out, currently set to friends-only

http://steamcommunity.com/sharedfiles/filedetails/?id=446241636

Edited by mr.P
Posted

My CS map WIP doesn't show too much, but I'm impressed if you figure out the setting ;)

Making it for the competition, but won't be complete for that. Probably 75%  blocked now, removed architectural details after testing them, and most objects and shapes are placeholders for better modelled objects. After blocking and strategic objects are placed, hopefully some playtesting while I prioritize which objects to detail first after the architectural details.

More details when I make my project thread. Spent a LOT of time thinking and planning this one.

map.jpg

Posted

My CS map WIP doesn't show too much, but I'm impressed if you figure out the setting ;)

Making it for the competition, but won't be complete for that. Probably 75%  blocked now, removed architectural details after testing them, and most objects and shapes are placeholders for better modelled objects. After blocking and strategic objects are placed, hopefully some playtesting while I prioritize which objects to detail first after the architectural details.

More details when I make my project thread. Spent a LOT of time thinking and planning this one.

map.jpg

Showing a normal 3d-view Hammer-screenshot is already "eww" to me, but you took it to a whole new level with showing the wireframe-view! :B

Posted

 then the fun stuff begins, like normalizing the textures

Honest newb question here, Can you explain what you mean by normalizing textures? Do you mean trying to make the textures more consistent with each other?

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