Explosives Posted October 10, 2014 Report Posted October 10, 2014 (edited) EDIT: New photos below this post! 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. http://steamcommunity.com/sharedfiles/filedetails/?id=324768555 I'm hungering for feedback! I appreciate your time Edit: more pictures Edited October 14, 2014 by Explosives Quote
birdwizard Posted October 10, 2014 Report Posted October 10, 2014 (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 October 10, 2014 by birdwizard Quote
Explosives Posted October 11, 2014 Author Report Posted October 11, 2014 I've added some more photos above, including the layout picture! Quote
Explosives Posted October 14, 2014 Author Report Posted October 14, 2014 (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 October 14, 2014 by Explosives Quote
Ugui Posted October 14, 2014 Report Posted October 14, 2014 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! Quote
Nexusdog Posted October 14, 2014 Report Posted October 14, 2014 Reference pics, layout ideas, inspirations? Share what you have, let's see that stuff please. Quote
Explosives Posted October 16, 2014 Author Report Posted October 16, 2014 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: 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: Followed by a more advanced blockout: After that I did a quick texturing of the level, just so the player could orient themselves better: And then I started to add props to the buildings: 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: 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: Iterated by adding more props: This was the first iteration that went up on Steam: And this is how it looks today after patch 1: Vaya, Shandy445 and Nexusdog 3 Quote
Vinneri Posted October 16, 2014 Report Posted October 16, 2014 Remember to use nodraw in all non-seeable blocks. It helps with optimization. Quote
Explosives Posted October 16, 2014 Author Report Posted October 16, 2014 Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help? Quote
Sjonsson Posted October 16, 2014 Report Posted October 16, 2014 Remember to use nodraw in all non-seeable blocks. It helps with optimization. Lol, so it actually draws block even though they don't have anything to draw? That's funny! ^^ Quote
birdwizard Posted October 16, 2014 Report Posted October 16, 2014 Do you plan on making the outdoor ground texture more detailed, what you have now is very dull? Quote
Explosives Posted October 16, 2014 Author Report Posted October 16, 2014 birdwizard - I will fix this in an upcomming patch. I'm not at all pleased by how it looks at the moment. As of now the 2 next big things I need to change on the map are the roofs and the ground. Quote
Explosives Posted October 16, 2014 Author Report Posted October 16, 2014 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 Quote
Explosives Posted October 16, 2014 Author Report Posted October 16, 2014 A couple of new dev photos: Nexusdog 1 Quote
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