Jim F Kennedy Posted September 20, 2021 Report Posted September 20, 2021 (edited) Working on a Danger Zone map in the South Australian Riverland, still finishing off buildings/monuments/decorations along with general polish, but progress is coming along very well. Riverland is designed to play differently from other Danger Zone maps, with a couple of changes that'll spice up how the mode is played. Edited September 20, 2021 by JimFKennedy zombi, Radu, Rump3L and 9 others 12 Quote
blackdog Posted September 21, 2021 Report Posted September 21, 2021 What are the differences @JimFKennedy? Seems to not have the raised central area like other maps but can’t tell much from the shots Quote
Jim F Kennedy Posted September 21, 2021 Report Posted September 21, 2021 2 hours ago, blackdog said: What are the differences @JimFKennedy? Seems to not have the raised central area like other maps but can’t tell much from the shots Yeah the shots were specifically to show parts that were finished, there is a 'raised central area' but its not really worth showing yet. Quote
blackdog Posted September 21, 2021 Report Posted September 21, 2021 3 hours ago, JimFKennedy said: Yeah the shots were specifically to show parts that were finished, there is a 'raised central area' but its not really worth showing yet. Cool haven’t played CS for an long time, DZ even longer, but still I’m curious what are the differences from the standard meta you were alluding to Quote
Jim F Kennedy Posted September 21, 2021 Report Posted September 21, 2021 8 hours ago, blackdog said: Cool haven’t played CS for an long time, DZ even longer, but still I’m curious what are the differences from the standard meta you were alluding to These 'differences' are still to be integrated, but they are just small changes to functions like tablet blockers and hostage zones. blackdog 1 Quote
SirSnail Posted September 24, 2021 Report Posted September 24, 2021 Haven't posted anything on the site yet until I got to a certain level, small Wingman map for CS:GO. It's an overgrown castle on an island because that's just the direction it took but I think it looks neat. Still working out the textures so it'll look (hopefully) better. Kokopelli, Squad, poLemin and 9 others 12 Quote
ThunderKeil Posted September 24, 2021 Report Posted September 24, 2021 @SirSnail Looks great, though I'd suggest moving the buoys a bit farther from shore - they kind of mess with the perceived scale, sort of makes it looks like a snowglobe if you know what I mean Well - unless that's what you were going for of course, in which case chef's kiss Byron 1 Quote
SirSnail Posted September 25, 2021 Report Posted September 25, 2021 4 hours ago, ThunderKeil said: @SirSnail Looks great, though I'd suggest moving the buoys a bit farther from shore - they kind of mess with the perceived scale, sort of makes it looks like a snowglobe if you know what I mean Well - unless that's what you were going for of course, in which case chef's kiss Yeah still need to change a few more things, working on the 3D skybox as well which is probably where I'll put them but for now it's a funny death tripwire Quote
ThunderKeil Posted September 28, 2021 Report Posted September 28, 2021 (edited) On 9/28/2021 at 9:34 PM, zastels said: I think you're doing it in a strange way. If you want more lighting inside, there are many unique options besides letting it come in from the roof. You can change the $reflectivity of your indoor textures, incorporate texture lighting, and lesson your shadow colour. This technique will make it look convincing. Please elaborate because I honestly do not have a clue how to get started with advanced lighting There's already boosted $reflectivity on the tiled floors, it helps a bit but it doesn't provide the scattered diffuse light I'd need to mimic the real thing I'm hesitant to raise the shadow colour because I feel it'd lose too much depth, and quite honestly I find the map a bit washed out as it is [edit] ok wait I think I'm starting to figure it out turns out the trick was to turn on HDR and spam spotlights Edited October 7, 2021 by ThunderKeil Quote
StormCatcher.77 Posted September 30, 2021 Report Posted September 30, 2021 Last month's progress for the Hell Unleashed project (GZDoom) Spoiler will2k, blackdog, ThunderKeil and 2 others 5 Quote
blackdog Posted October 1, 2021 Report Posted October 1, 2021 On 9/24/2021 at 9:21 PM, SirSnail said: Haven't posted anything on the site yet until I got to a certain level, small Wingman map for CS:GO. It's an overgrown castle on an island because that's just the direction it took but I think it looks neat. Still working out the textures so it'll look (hopefully) better. You say “castle on an island” as if it didn’t make sense… but you can find them I think it looks a bit cartoonish because of the scale, but you’re still working on it, nothing you can’t adjust. The buoys have already been mentioned; in would ask the question “how the van got there”, just looks very fictitious, what I mean there’s no path and no visible ramp that would make sense (like the lower stairs on the right). Another point that I don’t think work is the texture: painted like this looks very CS Source, it would make more sense to paint according to geography (plants like those prefer to grow in shade, so would be more abundant in your north – atm it’s all very equally distributed). For some inspiration of dilapidated castles I suggest you take a look at Uncharted 4, the first chapter is set in a fortress on the coast, and then there’s an entire town in the last few chapters. You can’t get as much detail in CSGO but it sure can be some inspiration. That segways in: where is this island? You have palms and conifers which don’t help establish a theme, if it’s a hot place the sky/sun colour seem a bit cold, etc. Lastly you have lights that are just there to fill the visual: they’re not highlighting any particular detail and distracting from the actual paths the player can take; I think the one on the left is good because on top of a door, I would turn off the others and lit up the lamppost top of central stairs and put something on the right where the other post is. Otherwise for one of your first creations is coming up good! Quote
Geno Posted October 3, 2021 Report Posted October 3, 2021 (edited) Progressing slowly Edited October 3, 2021 by GenoCide Jim F Kennedy, Serialmapper, Byron and 7 others 10 Quote
Serialmapper Posted October 10, 2021 Report Posted October 10, 2021 View from an unplayable area of de_island(remake) blackdog, slavikov4, Geno and 3 others 5 1 Quote
Dabu Posted October 30, 2021 Report Posted October 30, 2021 I'm remaking Well from Team Fortress Classic, sure there will be screenshots at some point but I'm just started to remake it and I like where this is going. Gawshaark 1 Quote
Buddy Posted November 1, 2021 Report Posted November 1, 2021 On 10/30/2021 at 3:04 PM, Poofoge said: I'm remaking Well from Team Fortress Classic, sure there will be screenshots at some point but I'm just started to remake it and I like where this is going. You're taking on way too many things at the same time bro, lol. Quote
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