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Posted (edited)
EDIT: New photos below this post!
 
 
637x358.resizedimage
 
Hi Guys!
 
I've spent 5 working-days to make this first iteration of the map.
 
In de_Granada the counter-terrorists needs to stop the terrorists from destroying the 
Sunday marketplace and the local nuclear/narcotics storage.
 
 
I'm hungering for feedback! I appreciate your time :D
 
Edit: more pictures
637x358.resizedimage
637x358.resizedimage
637x358.resizedimage
637x358.resizedimage
Edited by Explosives
Posted (edited)

I agree with the comments on the workshop, this map has not a lot of elevation which some people will find boring. Also what he said about the Dust2 doors do look odd where you placed them.

 

Do you happen to have a radar or layout map?

 

For one week this is looking pretty good, I'm sure with more time it will only look better!

 

 

 

EDIT: wording

Edited by birdwizard
Posted (edited)

Patch 1:

Made B-bombsite a bit brighter

Took away some of the open spaces

Addedelevation gameplay

Fixed BSP crack on bombplace B

Removed alot of the windows

Added side trimmings to houses

Fixed the BSP-crack at bombplace A

Fixed the lightningproblem that made the overlays completely dark

More props between CT and mid

Fixed the flying crates at bombspot A

Removed playerclip to allow for boosting at crates at bombsite A

Fixed the big where terrorists sometimes spawned inside of eachother

Remade the look of several buildings

Added roof beams

Easier for T and CT to know where to go for bombspots by adding decals

Repurposed the corridor between mid and B into a balcony to make the rotation to B slower for CT

A bit longer run for T to get to A by placing additional props in the way

Added better and more playerclip to balconys

Changed the skybox

Added a 3d-skybox

Added several cubemaps around the map

Made bigger buyzones for both T and CT

Added better lighting(from normal to final build)

Added a new elevated passage from mid to A.

Edited by Explosives
Posted

Nice job for 5 days! But I agree with birdwizard, do you added some verticality in your map or spot elevation? Maybe it's will be fun to have an access on an roof? just a suggestion! 

Posted

Thank you Ugui! I have added a way to go from mid to A-bombsite by going inside one of the buildings and up 2 floors, but I will try to add more elevated gameplay areas later on.

Nexusdog, great point! I started by making a topdown layout:

 

57hvtYe.png

 

As you can see it has changed a bit!

 

This topdown with reference pictures was all I made before I started to create the level.

 

I started with a quick blockout:

 

C0KORCI.jpg

 

 

Followed by a more advanced blockout:

st0ZK6O.jpg

 

After that I did a quick texturing of the level, just so the player could orient themselves better:

 

4Zs3OfK.jpg

 

And then I started to add props to the buildings:

 

eUvHycx.jpg

 

 

One thing that I had problems with (and still have) is that I did alot of things to my BSP's that you never should do, like rotating them without snapping. Hammer forces the BSP to align when you compile and it gave my roofs very odd shapes:

57KAksr.jpg

 

I chose to stick with my decision on rotated BSP roofs(they are still in there but I replaced the worst ones) and I will have to fix all my roofs in an upcomming patch.

I continued to prop the buildings:

 

qQK3V2X.jpg

 

BvN5jE0.jpg

 

BvN5jE0.jpg

 

Iterated by adding more props:

 

27DonOL.jpg

 

27DonOL.jpg

 

 

XebfLuP.jpg

 

This was the first iteration that went up on Steam:

 

6PxkinP.jpg

 

J2r67WL.jpg

 

U2xekQT.jpg

 

And this is how it looks today after patch 1:

 

cZ7pjxq.jpg

Posted

Patch 2:

Aligned all textures

Added ropes

Added fog

Added a lamp in A site

Added flickering lights at B and A site

Added chickens

Added color correction

Added wind

Added animated trees

Optimization pass on lightmap

Added post postprocessing(blur)

Added several more cubemaps

Added new overview map without roofs

Changed the size of bombsite A and shortened one of the ways getting to it for T.

Fixed several spots where player could get up on roofs by adding more playerclips

Fixed BSP crack at the second floor leading to the balcony

Fixed overlay wall-bleedthrough on BSPs

Minor BSP align-corrections

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