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WIP in WIP, post your level screenshots!

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3 hours ago, Interfearance said:

image.png.70ec9b3c12135686c30115b858392f46.png

Its gonna have 4 lanes, no middle, and two back to back bombsites (obv not connected directly). The idea was originally some sort of desert research lab, but then I saw a greenhouse project with plastic geodesic domes that had biomes, so I went with a mashup of the two ideas. One biome will be the jungle and the other will be the savannah (a and b). I am scared that the theme is too much like Biome, although the dome structure, indoor areas and stuff are different. Wut u guy sthinkmap.jpg.1557cee189f16ffdb762024212fc4665.jpg

 

 

image.png

I think its very interesting idea and should be done, but I think that the layout will be too confusing for a first time player. And just think how pros would play that, would it be even possible? But anyways I think its overall an grat idea and should be done! GoodLuck

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On 4/21/2019 at 3:34 PM, Interfearance said:

@Levelboi I love the Roman elements like the statues. So far I haven't seen a map that uses them!

Thank you! Yeah I haven't seen too many maps use them either. They are cool lookin! Thanks for checking out the map!

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So today I felt like creating a fictional brand for all those cola props in de_border (Lecker-Cola)! And this was the result!

That 20's style poster I made for it still needs some tweaking, but I'll get to it! (Side note: "Lecker" is German for "Delicious" or "Yummy", or so I've been told by a native speaker)

If I made any mistakes with the poster grammar, please tell me! If you want to know how I made the poster, here's a little walkthrough: https://imgur.com/a/DoslOu3:)

20190428001426_1.jpg

Edited by I ♡ The 1950's

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2 hours ago, I ♡ The 1950's said:

So today I felt like creating a fictional brand for all those cola props in de_border (Lecker-Cola)! And this was the result!

That 20's style poster I made for it still needs some tweaking, but I'll get to it! (Side note: "Lecker" is German for "Delicious" or "Yummy", or so I've been told by a native speaker)

If I made any mistakes with the poster grammar, please tell me! If you want to know how I made the poster, here's a little walkthrough: https://imgur.com/a/DoslOu3:)

20190428001426_1.jpg

My advice this poster need remake. I search 20's advertisement poster and the common style of these posters is that they look like oil paint. I share a sample.

Coca Cola 1920's Advertisement Sample

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On 4/26/2019 at 8:19 AM, Logic said:

Have had a break from mapping for a while. Finally managed to solve some timing issues in mid to make the map play well (in theory).

Will playtest with a couple of friends next week and probably make a thread after that.

 

Glad you are back dude

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8 hours ago, I ♡ The 1950's said:

So today I felt like creating a fictional brand for all those cola props in de_border (Lecker-Cola)! And this was the result!

https://imgur.com/a/DoslOu3:)

20190428001426_1.jpg

It has already been pointed out but doesn’t look much in tone with 20s advertising. I guess you can get away with the cartoon illustration, but the palette seems way off, don’t recall ever seeing that aqua colour in that sort of stuff, was always quite warm palettes even whites as off-whites like ivory/magnolia. Not an expert but that’s what I remember.

The other big part of selling such an idea would be font choice, which are quite off atm.

in fact you could deffo sell this poster idea without illustrations and just the right combo of colour and font.

Also the brand should be the most noticeable wording on there, but is yellow, almost invisible compared to the rest.

Finally I think the aspect ratio is not ideal, I would think stuff from that era would be mostly 2:3, any standard paper size. In Day of Defeat there weren’t weird sized poster for eg.

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1 hour ago, blackdog said:

It has already been pointed out but doesn’t look much in tone with 20s advertising. I guess you can get away with the cartoon illustration, but the palette seems way off, don’t recall ever seeing that aqua colour in that sort of stuff, was always quite warm palettes even whites as off-whites like ivory/magnolia. Not an expert but that’s what I remember.

The other big part of selling such an idea would be font choice, which are quite off atm.

in fact you could deffo sell this poster idea without illustrations and just the right combo of colour and font.

Also the brand should be the most noticeable wording on there, but is yellow, almost invisible compared to the rest.

Finally I think the aspect ratio is not ideal, I would think stuff from that era would be mostly 2:3, any standard paper size. In Day of Defeat there weren’t weird sized poster for eg.

And after you've followed the above advice, you need to apply some overlays and filters to make it look like a physical poster instead of a flat graphic. As a minimum, it needs some sort of paper grain, but to really sell it you should add wrinkles and folds, and maybe a few different versions with torn or folded corners revealing old posters beneath.

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On 4/12/2019 at 8:53 PM, fewseb said:

Before and after for some stairs leading from T-spawn to a main area of conflict. The idea between the two separate stairs is that the farther side is more advantageous for Ts to peak with, but makes more noise when running, while the concrete side is quieter but gives the cts the advantage when peaking.

The right side was originally a bunch of metal grate textures and basic geometry, with a low res brick filling beneath. I managed to find a comprehensive guide on how concrete stairs are actually made and got around to reworking the right side as metal rebar used to reinforce the eventual concrete, with a plywood base. The rebar work was left unfinished as to explain why one side was already pored and set, while the other was still exposed.

 

stair_before.jpg.5540f77890e1158b498f3eff8605040d.jpgstair_after.jpg.3835efe33a5c056e86c02a9312aa53d1.jpg

 

You should try to learn the principles of density of detailing, on the left picture, the first thing people are going to notice is the barn with the two doors, on the right one, the overly detailled stair is the first thing that stands out. Do that kind of detailling on all your map, and you will end up with something completely unreadable, it's useless, doesn't help the player to take a good decision, and doesn't looks that good tbh.

At some point your passion for realism will prevent you to make better maps.

 

 

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2 minutes ago, RaVaGe said:

the first thing people are going to notice is the barn with the two doors,

Its a bathroom mate, literally nothing about that building other then perhaps the angle of the roof would convey thats a barn, especially considering you can see the male/female signs on the doors.

I also got to emphasize again, that area was in its first iteration with the redesigned stairs in the picture, its changed since then with some better lighting and less visual noise from the rebar

 

8 minutes ago, RaVaGe said:

At some point your passion for realism will prevent you to make better maps.

Still hung up from the Overwatch thread are we? Ive already explained this before, but ill explain this again, its not about realism its about details, the first image didnt properly convey the area, it didnt look good and actually look fairly uncanny from certain angles, the stairs in the second images help to properly convey whats going on in the area and looks better (not great hence why it was changed further). If I was going for realistic then half the map wouldnt exist because of how fucked the infrastructure would be, I like to put in the details that make an area explainable and the world believable, but that does not mean sacrificing gameplay for making it an accurate representation of the real world. If that was the case there wouldnt be any random cover crates just lying around and the map wouldn't have any height variation at all given its urban setting.

 

Its valid criticism, its just not accurate to what I do.

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1 hour ago, fewseb said:

Still hung up from the Overwatch thread are we? Ive already explained this before, but ill explain this again, its not about realism its about details, the first image didnt properly convey the area, it didnt look good and actually look fairly uncanny from certain angles, the stairs in the second images help to properly convey whats going on in the area and looks better (not great hence why it was changed further). If I was going for realistic then half the map wouldnt exist because of how fucked the infrastructure would be, I like to put in the details that make an area explainable and the world believable, but that does not mean sacrificing gameplay for making it an accurate representation of the real world. If that was the case there wouldnt be any random cover crates just lying around and the map wouldn't have any height variation at all given its urban setting.

 

Its valid criticism, its just not accurate to what I do.

Details/realism, whatever, what i'm saying is you don't put the focus on the right things. But whatever, I don't even know why i'm even losing time with you.

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