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WIP in WIP, post your level screenshots!

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been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?

Yeah, it was my first final compile with HDR. A lot more lighting issues than I thought. I have some lighting tweaks to do (and add CC!) 

Wooh! Thanks for the solid feedback! Lots of good ideas. Excited to get as many of those ideas into my map. :D 

 

+1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.

There's quite a lot of Korean temples and palaces that have bodies of water i.e. Songgwangsa%20Temple.jpg

1280px-Coreangarden.jpg

It's hard to say though. I'm admittedly ignorant and did research as I went along. There's some distinct differences I've found but there's a lot of similarities as well.

I want to try the rock garden at mid but korean gardens dont have that "zen garden in a box" style as japan's 

(granted, lack of planning forced my layout at mid to be rectangular and less naturally shaped)

 

Edited by kinggambit

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you know you are close to release when making the overview img, anyways don't mind the background on the loading screen that will be changed once the map is done, was hoping some friend could hook me up with some pimped out img...

was concerned about the file size, but after some opting its down to 71 mb (without any severe quality loss) and that includes keeping the 4096 backdrop texture

you guys can test it here (there are some obvious bugs etc) http://steamcommunity.com/sharedfiles/filedetails/?id=446241636

got some clipping and minor tweaks left before the pitchforks can rip it apart,

 

once its done and released I will remove the public access for the map and keep it private for testing, 

(screens are taken on potato laptop)

2015-10-20_00002.jpg

2015-10-20_00001.jpg

2015-10-20_00015.jpg

Edited by mr.P

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Biggest issue imo is the lack of shadowing/contast on certain props. Seems brighter than the surface of the sun in areas due to this

Very nice apart from that! I like

spanks,

lets hope we get ssao on models for christmas! :D the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,

also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,

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Haha, that Pasha graffiti.  I really like the middle area, looks stunning. However, I am not sure if the removal of the towers was a good idea. Sure, they were a bit gimmicky but they had a unique flavour to it. What kind of ideas did you have in mind while designing the remake and why did you choose these in the end? I am curious.

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JGkp76Q.png

So much reminds me of DOD:S style

Les évènements de cette carte se déroulent dans un petit village Breton au nord de la France et puisque...Ooops, excuse my French :D

So yeah, as I was saying :-D, the map is based on old villages in the region of Bretagne (mainly Locronan and Saint-Suliac among others)

Locronan

Bretagne_Finistere_Locronan1_tango7174.j

Saint-Suliac

IMG_1265.JPG

The action in DOD:S takes place in Normandie among other places, and Normandie is right next to Bretagne...:) hence the somehow similar architectural style (I'm not taking reference from DOD though)

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spanks,

lets hope we get ssao on models for christmas! :D the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,

also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,

The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?

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The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?

ya, will see what I can do, that mesh is wee headache because of collision etc, so will probably need a little rework, amt I'm pretty antsy to start with the next project :)

 

anyways, the latest addition is the heat hotel landmark, similar to the bell tower in inferno it can be seen from most key areas in the map, and will hopefully help with navigation

2015-10-21_00001.jpg

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Here is some of my current projects/ideas for Insurgency

My Vietnam Map for the upcoming Vietnam mod for Insurgeny.
http://images.akamai.steamusercontent.com/ugc/642119685364351036/CE3BA67071D020C6ADA450F9BD3D0021199766CC/

My Next map for Insurgency call Miransh
http://images.akamai.steamusercontent.com/ugc/645496115491972775/BABA7FA0DE4041DBCBF8A731B4591222807C6E43/

http://images.akamai.steamusercontent.com/ugc/686026792718359984/BCB16745F3D8F40FF650E33FFE1631F0A161280D/

trying out night same map

http://images.akamai.steamusercontent.com/ugc/686027878077866305/45C3FB18E59382C612E9BBCB07533999DE875718/

http://images.akamai.steamusercontent.com/ugc/686027878074855833/7E379303983F34199D6B7433197EA52B7F2C7765/

http://images.akamai.steamusercontent.com/ugc/686027878074221635/98FDF7E9B58F7F6A622A710A52382BE5B6D2143C/

More an idea than a map, have a lot of these
http://images.akamai.steamusercontent.com/ugc/27359309161313619/1CAB8F8DF5997E44A1E41E1709EE6FA54A22B587/

http://images.akamai.steamusercontent.com/ugc/27359309161017955/50402985395BD193D0CAEC6E6F6CCEDF6D046312/

My released warehouse map

http://images.akamai.steamusercontent.com/ugc/27358855474387439/FF26FC19DD3FFEF098D6FAA20C4C034BFB2B9EC7/

warehouse in testing :)

http://images.akamai.steamusercontent.com/ugc/27358855465587104/5A887EBD0D538DFE93E5CAD590E94110516CAD89/

http://images.akamai.steamusercontent.com/ugc/27358378765663338/A3D3F9BDA7662F1231FD2A34CE5CA8CB4A7AF65C/

http://images.akamai.steamusercontent.com/ugc/27357670822917289/6DF2E5B32F409B697B4AC827EAC23AE1FA41CC14/

Concept test

http://images.akamai.steamusercontent.com/ugc/642120319967156820/373653D029218A14C4F1C1E766D4FD239A99F5C5/

http://images.akamai.steamusercontent.com/ugc/645496115484289427/9F6A9FDA886FF8BD928ADE79EA81B2637E514FC7/

http://images.akamai.steamusercontent.com/ugc/645496115484644264/84914B2E5CB14CAB6A55BBA43B2E4096B6D953D9/

http://images.akamai.steamusercontent.com/ugc/642120319967156820/373653D029218A14C4F1C1E766D4FD239A99F5C5/

 

R-C-MAN

 

 

 

Edited by R-C-MAN

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Les évènements de cette carte se déroulent dans un petit village Breton au nord de la France et puisque...Ooops, excuse my French :D

So yeah, as I was saying :-D, the map is based on old villages in the region of Bretagne (mainly Locronan and Saint-Suliac among others)

Locronan

Bretagne_Finistere_Locronan1_tango7174.j

Saint-Suliac

IMG_1265.JPG

The action in DOD:S takes place in Normandie among other places, and Normandie is right next to Bretagne...:) hence the somehow similar architectural style (I'm not taking reference from DOD though)

Fun, st Suliac is at a few km from my birth place :)

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Beginning to shift focus to art and brush detail work, and soon custom art/figuring out the aesthetic. Been spending a lot of time on planning this layout. Trying ask some people to play test for 5v5 soon. I am apprehensive to hear what people think. This map has been really fun to just run around, now hopefully it is just as fun to play.

2015-10-22_00011.jpg

2015-10-22_00008.jpg

2015-10-22_00016.jpg

de_waterway_minimap_-mith-.png

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