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Posted (edited)

Hey all!

So, Kikette and I have been very busy on a new CS:GO map named Gwalior. We managed to somehow make a map in one month. Kikette has done a tremendous amount of work on the art side, and I've been working hard with the mapping so that we can enter Gwalior into the upcoming CEVO competitive mapping contest. The good news is the map is all done, and playable, and I think it's some of our best work to date. The bad news is, I can't release it until after I've first submitted it to CSBANANA for the contest.

As a result, the map will be playable on the 16th of April.

Here's a glimpse of what's to come:

utk2UzB.jpg

pbE56UV.jpg

1cv3i8a.jpg

oKPAZd7.jpg

l6zD9DJ.jpg

dkZrUSc.jpg

MnXROyt.jpg

I hope you like what you see, and support us on the workshop once we make our big debut! Thanks :D

Edited by FMPONE
Posted

Hah! Almost couldn't recognize it, the mockup looked pretty abstract, but this is gorgeous.

And yeah, absolutely loved the layout when we playtested it, one of the most fresh and original playing CS maps I've tried in ages.

GJ dudes~

Posted

Very nice, looks awesome!

You guys could give that main building (the one on the first screenshot) a bit more polish imo. Right now it looks like a bunch of cylinders with trimsheet textures applied :P Get some windows and maybe a more interesting roof line in there. Should be worth the effort since it seems to be the main point of interest in the map.

Another thing I'd do is to take it easy on that trim model being used on the building in the right, it gets repetitive very fast: utk2UzB.jpg

Looks much better when you have large clean surfaces (for breathing spaces) with the occasional trimwork. The guy on the right here is a great example: l6zD9DJ.jpg

Posted (edited)

Very nice, looks awesome!

You guys could give that main building (the one on the first screenshot) a bit more polish imo. Right now it looks like a bunch of cylinders with trimsheet textures applied :P Get some windows and maybe a more interesting roof line in there. Should be worth the effort since it seems to be the main point of interest in the map.

Another thing I'd do is to take it easy on that trim model being used on the building in the right, it gets repetitive very fast: http://i.imgur.com/utk2UzB.jpg

Looks much better when you have large clean surfaces (for breathing spaces) with the occasional trimwork. The guy on the right here is a great example: http://i.imgur.com/l6zD9DJ.jpg

Good crit, I wasn't planning on us doing this one thing since I felt it was "good enough", but we can go ahead and do it now that you've suggested adding some more detail. Thanks >: D

Edited by FMPONE

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