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Posted (edited)

Fun Out Of The Greybox + Layout, done.

Bombsite Balances, in progress.

Ambient Sound Pass, finished.

Basic Detail Pass, in progress.

Environment Light Pass, done.

Basic Light Pass, in progress.

Advanced Light Pass, planned.

Prop_Static Pass, in progress.

Prop_Physics + Prop_Detail Pass, planned.

Radar, Updated and finished.

Timing, in progress.

Map Description + Story, done.

 

Currently a basic geometry and detail pass are in progress with some basic lighting.

 

ITS BEEN A LONG TIME

 

Please note that this is my first map, I don't intend for it to go anywhere, I don't intend for it to look amazing, it's a learning experience, just another stepping stone towards something (hopefully) better.

 

 

You can now download an Outdated .bsp for the map with a packed radar and nav file here: https://www.mediafire.com/?qif3lnbbmrdxr8n

 

De_Smoke takes place in the back alleys of a quiet European town.

It features amazing puddles, a canal, a market place (Soon to be), a not very depressing overcast sky, heavy rain (Now with sound!), and basically anything else I think up.

 

Terrorists are taking advantage of the low light and rain to destroy the towns market, and or canal bridge in order to cease commerce or block off river flow, giving the economic advantage to the super corporation (which is paying them.) that has its eyes set on the town, only seeing it as more factory space. Counter-Terrorists must stop this at all costs. CT intelligence knows that there will only be one explosive device, but two possible targets.

 

I literally came up with the layout at three in the morning during a fit of insomnia.

 

Holy bullox it's changed, that's all I have to say.

 

Major changes:

New A Bombsite,

New Mid,

New T Spawn,

Better sexier, and cooler brush work,

Displacement fun,

Still meh lighting,

Shit timings,

 

Yeah, that's basically all there is to say right now.

 

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Edited by Agameofscones
Posted

could you mark the bombsites/spawns on that rough overview you've done? 

 

All I can say just now without that info is some of the lines of sight look rather long.

 

 

how deep is the water too? You don't want deep water in the middle of a DE map unless you want the bomb getting lost :)

Posted (edited)

Thanks for the thoughts so far, I'll get a radar working, remove extraneous cover and try and get a slot on the play testing server.

 

If I'm correct 21:00 CEST would be 12 PM PST.

Edited by Agameofscones
Posted

Hi, I know you recorded a few bits from the play test, but I thought I'd jot down some of my thoughts here for you:

 

  • The rain was very loud and visually distracting, you need to check your func_precipitation parameters.
  • I'd recommend switching to the reflectivity textures as it will give a better idea of the lighting colour, there is a lot of orange pollution right now.
  • Going for a dark map is one thing, but I would increase the brightness of your light_environment and reduce the brightness of your various lights. I struggled to tell if you did or not, but you can use a light and light_spot in tandem to create more natural lighting. (add an env_sprite in there for the little glow to make lights pop)
  • Don't be lazy with your clips! The CTs on mid shouldn't need a clip for those huge boxes, but the T stairs on mid could definitely do with it.
  • Both bomb sites are very long (I mentioned in game that they are so long that I looked straight at a flash and it had almost no effect on my vision), they could probably do with being a third or half the length that they are right now.
  • The timings to each site are hit and miss. Due to their long nature there are lot's of long range flashpoints and no real chokepoint that need to be manoeuvred through.
  • That door... (take reference from nuke) But in all honesty it would make more sense to just remove it. It's a more dangerous, longer route into the site,# which comes out at almost the same place as the main entrance, so there is no real pay off?
  • Swap your bomb site triggers over, the first trigger placed is automatically labelled A. Your signage in the game is the wrong way round and swapping triggers is faster than replacing all the overlays. But this isn't overly important until you get the radar working.
  • The CTs can rotate in about 3 seconds from the back of each bombsite, and you direct line of sight more or less from the back of both bombsites. I would try and contain them as their own thing
  • The bombsite that Ts run to with a lower area and a ladder up to the top area (I think radar said B, signs said A) is massively CT sided as the Ts feet can be seen far too in advance without a chance to shoot back.

 

Over all, what I think you need to do is look at a valve map and take note / copy their values for lighting on a map similar to what you are going for. On the whole night time maps aren't very competitive, even though people romanticise the idea in their heads, visibility is always a core issue.

 

Good luck!

  • 3 weeks later...

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