spence Posted June 20, 2014 Report Posted June 20, 2014 (edited) Just released the airport map I've been working on for the past few months on CSGO Workshop:Workshop Link If you check it out and have any feedback about how it looks or plays or find exploits or anything weird, I'd love to know about it, so I can improve the map and release some future updates! There is still some polish to do but I wanted to release to the public before worrying too much about really fine tweaks since they don't impact on gameplay so much. Edited June 20, 2014 by spence DrywallDreams, El Moroes, ESToomere and 16 others 19 Quote
catfood Posted June 21, 2014 Report Posted June 21, 2014 Congratz, looks awsome! Love the lighting and sky. Only some spots do look a bit dark. spence 1 Quote
text_fish Posted June 21, 2014 Report Posted June 21, 2014 Visually one of the best CS:GO maps I've ever played. I'd say the only thing that looked odd to me was the scale of those police cordons around the edge of the outside sections -- they seem really thick. Gameplay-wise it's obviously hard to tell against bots, but it seems like the routes could do with a bit of tightening up to lead players to choke points etc. and I had a few clipping issues on the yellow scaffolds and some door frames, where the passages just felt a little too narrow. Obviously it's not designed for competitive play but if a server did turn solid players on it would get really frustrating trying to move as a team. spence 1 Quote
spence Posted June 21, 2014 Author Report Posted June 21, 2014 (edited) Thanks! I'm going to lighten some areas up in the next build I think, particularly the basement. I'll sort out the police tape as well..I had to replace the ropes with displacements at the last minute because the rope lighting kept going almost entirely dark on a full final compile (and only when I built the entire map...) Are there any areas in particular that were frustrating to maneuver through? Maybe some of the single doorframes need to be double doors to accommodate easier movement of players? I'm sure I missed clipping something but I tried to make sure I got all the doorframes and other fiddly bits that were annoying to move around. The front doors of the plane were the big ones I noticed to fix for the next build and I'll go through and clip all the scaffolding I missed but if there was anywhere else that stood out to you and you can post a screenshot or setpos coordinates (or have a description of where), I would be extremely thankful! Edited June 21, 2014 by spence Quote
FMPONE Posted June 21, 2014 Report Posted June 21, 2014 Really awesome map! No idea about the gameplay, going to give it a go with bots. Visually and thematically, I think it has everything needed to be a shoo-in for the next Operation. Agree with catfood about the lighting, as well. spence 1 Quote
spence Posted June 21, 2014 Author Report Posted June 21, 2014 Cheers! Please do share any thoughts you have regarding gameplay; it wasn't designed for competitive play (and really was just designed as a map to build art skills around a quick layout) but I'm of course open to changes that will make it more accessible and fun to players. Quote
will2k Posted June 22, 2014 Report Posted June 22, 2014 Great work. Left you a review on GB; hope it helps spence 1 Quote
spence Posted June 22, 2014 Author Report Posted June 22, 2014 (edited) Many thanks, this is fantastic feedback! I pushed an update to workshop this afternoon to resolve some of the clipping issues that text_fish mentioned (the scaffolding, around the plane doors, and some of the open doorways - some of the passages are still a bit narrow but at least noone should get stuck now) and also boosted the brightness in the terminal area and the basement/tunnels which should make it easier to see players in these areas. You're absolutely spot-on about some of these visibility optimization issues. This was a real struggle because of the wide open nature of the ramp/tarmac areas, but your review has given me some ideas of how to improve this. The key has been to balance these optimizations with vvis compile time - right now it's around a comfortable seven minutes (even with all the sloppy leaves inside of the plane) whereas some optimizations I tried before release caused the time to jump to ~45 minutes which was not only unacceptable, but caused little reduction in leaf rendering or any notable framerate gain. It's been difficult to assess performance on my own (aside from basically testing what is being rendered and what isn't) since I've been building and testing on a desktop replacement that's nearly five years old, so I'm really thankful for your input here Edited June 22, 2014 by spence Quote
will2k Posted June 22, 2014 Report Posted June 22, 2014 Many thanks, this is fantastic feedback! I pushed an update to workshop this afternoon to resolve some of the clipping issues that text_fish mentioned (the scaffolding, around the plane doors, and some of the open doorways - some of the passages are still a bit narrow but at least noone should get stuck now) and also boosted the brightness in the terminal area and the basement/tunnels which should make it easier to see players in these areas. You're absolutely spot-on about some of these visibility optimization issues. This was a real struggle because of the wide open nature of the ramp/tarmac areas, but your review has given me some ideas of how to improve this. The key has been to balance these optimizations with vvis compile time - right now it's around a comfortable seven minutes (even with all the sloppy leaves inside of the plane) whereas some optimizations I tried before release caused the time to jump to ~45 minutes which was not only unacceptable, but caused little reduction in leaf rendering or any notable framerate gain. It's been difficult to assess performance on my own (aside from basically testing what is being rendered and what isn't) since I've been building and testing on a desktop replacement that's nearly five years old, so I'm really thankful for your input here If you need any help with optimization, hit me up Good luck with the updates. spence 1 Quote
mr.P Posted June 23, 2014 Report Posted June 23, 2014 omg yes! epic shiet right there! spence 1 Quote
Minos Posted June 24, 2014 Report Posted June 24, 2014 Looks excellent man, great job! spence 1 Quote
iwxanthi Posted June 24, 2014 Report Posted June 24, 2014 Fantastic job Spence, as always spence 1 Quote
El_Exodus Posted June 24, 2014 Report Posted June 24, 2014 (edited) Kind of a minor issue, but i can't unsee it The angle of the sun(Skybox) does not fit to the shadows. It looks a bit unrealistic with the wings of the plane. But i can understand you. Such GREAT Skyboxes by Mr.Chop but always with a low sun. Anyways: Optics are really good, but i haven't tested it yet. Edited June 24, 2014 by El_Exodus spence 1 Quote
spence Posted June 24, 2014 Author Report Posted June 24, 2014 Haha, you're totally right! I can't unsee it either! I doubt I'll change it though, to be honest. I had a lot of issues with the CSM shadows causing really awful artifacts depending on angle, especially on the plane's fuselage, so I did loads of tests tweaking light_environment angles by 1-2 degrees each compile until the artifacts (mostly) disappeared. I don't know if I want to go down that road again Although looking at it in-game it's starting to annoy me now, maybe I will sort it out for the next version Quote
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