w0llmart Posted December 1, 2013 Report Posted December 1, 2013 (edited) hi there, just looking for some objectve feedback on the gameplay and visuals for this map i've been working on i used crazybump and ssbump to bake ssao into a couple of the textures for maximum graphics™ although i have to reskin two of the models at a later point in time the lowest fps i saw with cl_showfps 4 was 135 with a 6950 and an amd phenom 2 x4 4 20(720BE) at 3.0ghz with multicore rendering enabled see if you can find all the boys in blue and delicious meatballs i've hidden around the map you can find a download link at the workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=181663471 Edited January 14, 2014 by jebus_c Quote
UnknownPredator Posted December 1, 2013 Report Posted December 1, 2013 Hey , I played through for about 20 rounds. I felt like A Was cluttered visually but besides that it was good , I feel like the map needs some few changes. Here is an album with pictures describing the changes http://imgur.com/a/DE2b9 OrnateBaboon 1 Quote
w0llmart Posted December 2, 2013 Author Report Posted December 2, 2013 (edited) screenshot bump Edited January 14, 2014 by jebus_c Quote
UnknownPredator Posted December 2, 2013 Report Posted December 2, 2013 Sweet , do you have any pictures of the changes? Quote
w0llmart Posted December 2, 2013 Author Report Posted December 2, 2013 (edited) since i already bumped just going to edit out the oldies and replace with these fresh new screenshots Edited January 14, 2014 by jebus_c Quote
UnknownPredator Posted December 2, 2013 Report Posted December 2, 2013 It's looking good , thanks for the pictures Quote
w0llmart Posted December 2, 2013 Author Report Posted December 2, 2013 there's a mistake at b, gotta recompile again thanks for taking a look predator! Quote
Puddy Posted December 3, 2013 Report Posted December 3, 2013 I think the combo skybox/light_environment makes this look a bit wonky. I would suggest trying one of the official levels' sky and light settings. Radu 1 Quote
w0llmart Posted December 9, 2013 Author Report Posted December 9, 2013 (edited) moar bump Edited January 14, 2014 by jebus_c Quote
w0llmart Posted December 31, 2013 Author Report Posted December 31, 2013 (edited) bumping the thread with another update, big changes to visuals with new assets from overpass and dozens of small improvements/fixes compared to the version playtested earlier this december. i have a server at 192.208.186.73:27016 if anyone wants to take a look at the map, it should be up and running properly after 4pm est (12/31) and will be available for a month if anyone is interested in helping conduct 10 mans 1/14 EDIT: BUMPS 192.208.186.73:27016 works and should be available for the next month Edited January 14, 2014 by jebus_c Quote
w0llmart Posted January 4, 2014 Author Report Posted January 4, 2014 bumping with the proper ip if anyone wants to examine the map on their own time: 192.208.186.73:27019 Quote
iwxanthi Posted January 10, 2014 Report Posted January 10, 2014 It needs a better art direction. Right now the style is a bit all over the place, which isn't all that bad because Industrial sites contain mostly different styles of architecture. But this is a bit to much. I would recommend to gather some reference from the internet and copy some of their designs for a more consistent look. leplubodeslapin and El Moroes 2 Quote
w0llmart Posted January 14, 2014 Author Report Posted January 14, 2014 bumping for 1/14 playtesting update, nothing on the workshop just yet.. Quote
w0llmart Posted January 28, 2014 Author Report Posted January 28, 2014 (edited) Greetings! It seems to be time to put another update out, just going to leave the old screenshots up and dump the new(100% more panoramic) screenshots in one post. this update focused on tighening up several of the angles including the CT entry into A, adjustments to the encounter times at B and mid and a general art pass to some of the dated visuals. Edited January 28, 2014 by jebus_c ⌐■_■ 1 Quote
El Moroes Posted January 28, 2014 Report Posted January 28, 2014 (edited) Cool test in general. About Rostock I have something to say... In general I think that the map is too complicated and could be better if you try to work on what I'll say : - The global structure is too complex. The ideas are there but I think you should now simplify you architecture to render it less noisy. - Simplify the routes, perhaps you have too many. - I think you used too many textures for your complex. Try to optimise them and it will help a lot with the point I said above. The players should be detached from the wall and now it's a bit confused in some part of the map. There is a place where it works well ; it's in the outdoor area situated on the right of the terrorist spawn. - Work on your lights and standardize them. Detach them from the ambient lighting... I don't know how to say you that but...yeah try to industrialized them - more punch etc. I also have these three screenshots for you (and two with the jump area I reported you during the playtest) Edited January 28, 2014 by moroes catfood, OrnateBaboon, ⌐■_■ and 4 others 7 Quote
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