FMPONE

DE_GWALIOR

58 posts in this topic

For sure !

Thanks to Fmpone and his brushwork some of these texture have more depth in game =)

Here's some diffuse :

Crates and Bombsite stuff

5wRI0dC.jpg

Tower middle part

VmrT6NL.jpg

The big Arch

hCMKLp7.jpg

Generic ornament

lirTgWj.jpg

Edited by kikette
OrnateBaboon, penE, PogoP and 6 others like this

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Awesome! You have a brilliant sense of colour and detail. You don't go too noisy and sharp like most people do. How much of this is photosourced?

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Beautiful work, both of you! Would love to playtest the fully textured version now :)

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I want Kikette to be a spotlighted Mapcore member !

Btw how did you improved the displacement on that shot ?

1cv3i8a.jpg

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I want Kikette to be a spotlighted Mapcore member !

Btw how did you improved the displacement on that shot ?

1cv3i8a.jpg

we had to model it XD

silly source...

Can you make a shot of that ?

why would you want to see that? It's just a displacement converted into a model :???:

Edited by FMPONE
Seldoon182 and kikette like this

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Can you make a shot of that ?

why would you want to see that? It's just a displacement converted into a model :???:

I mean a screenshot of the entire scene like the previous screenshot.

Edited by Seldoon182

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Wait, what am I looking at?

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really like that artwork. I haven't played but the map looks nice. I should fire up CS...been tooooo long.

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What an incredible map. And I just love those duckies. :-D

FMPONE likes this

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photobomb duck for president !

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haha im glad you guys like the ducks. tbqh it was the ducks that i saw on the gwalior reference images that convinced me to make a map of that place. ducks are awesome.

images?q=tbn:ANd9GcSM9IjufpVDW0MYTMPCU1ue3kYxN3I5-CUBawTAUpXIpiQfugtmFA

kikette, Sjonsson, Vaya and 1 other like this

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Woa, congrats, this is beautiful.

The only thing a little off for me -but i'm just looking at the screens- is the underground sewer... it strikes for being too modern-looking, while i'd expect there to be even more ancient structures than aboveground.

But i'm nitpicking.

CUT

What about remaking awp_india with these? ^^

Edited by blackdog

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Great work! Awesome really, especially given the time frame.

Some feedback, but only based on looking around and playing with bots. We need to play this map on the next test!

1. To me, the map seems a little too small for competitive play. It is also really fast, which is something a lot of the more competitive maps don't seem to feature, except maybe de_strike. I think it takes about 5 seconds for the T's to get to each site, meaning that the CT's don't have that much time to set up their defenses.

2. It also seems like it might be difficult for the CT's to camp in the bomb sites, and hold off the T's. The site near the sewer reminds me a little of de_piranesi, where if playing as a CT you camp in the more open site, it usually means you get shot from up high. All competitive maps allow for you to camp in the sites, and not have to push out to try and defend them.

3. The middle route feels quite dangerous because it has a really long sight line, and not a huge amount of cover. It has a bit of an "uncomfortable" feeling when going that way from the start of a round.

4. I get some obvious FPS drops near the CT spawn area, and the T Spawn area.

5. The map boundaries could be better clarified. Some areas look accessible - like the area behind the T spawn and one of the bomb sites with fruit and a palm tree behind some fencing. It is a bit trial and error the first time playing as to what can be accessed and what can't. The palm tree in this section is also clipping through the wooden overhead lattice type thing.

6. Some meshes are clipping into the floor and walls. Things like foliage meshes in the ground, and several crates are pushed into solid geometry.

7. The rock textures, and the aztec textures look really low res compared to the custom stuff. In some cases, I think it is because they have been scaled too high.

8. There are general smoothing issues on some of the curved brushes.

9. The drop down from the T spawn into the sewer sometimes leads to the player losing 25 health, because you miss the water, and land on a wooden board.

10. There is a collection of crates above the sewer site that are stacked quite high, yet the player can climb them. When up on top, there are a few examples of brushes being portalled out. Also, for players entering from down below, they almost have to look up 90 degrees to see someone standing them up there. I think the crates being accessible gives this part of the map a bit too much verticality.

Let me know if you need pics of these. Never had time to take them.

Edited by OrnateBaboon
Thrik and kikette like this

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great crit

Thanks for the Crit. An update called RC2 went out that addressed quite a lot of these points, so check it out! I would chalk a couple up to personal preference (such as the drop down from t spawn, I wanted it to be kind of skillful and not just automatic), and some come down to my n00by-ness with optimizing for source (such as the unfortunate portalling, which I take responsibility for). A big learning experience since previously I've relied on folks like 3Dnj to do some of the dirty work. Naturally I made a lot of mistakes that are very tough to go back and correct, unfortunately.

Hopefully I can eventually improve FPS a lot. Then again, I still may need someone's help to get an additional 10-15 FPS for the map, since I've sort of exhausted a lot of the obvious tutorials and need someone with a bit more expertise to take a look and critique the hinting/clipping/areaportal job I've done, perhaps giving me some pointers on how I can improve.

Thanks again

Edited by FMPONE
kikette likes this

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