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Posted

Hey guys, new mapper here!  I finally got around to trying my hand on some map building after a long hiatus and over a decade of active duty.  I thought I would post the workshop here, since it is playable and testable.  I have been watching/reading tutorials throughout the process and I feel I have come a long way, but there are tons of things to work out, such as optimization and lighting.  The layout/flow seems to be very well received (by clan members/friends) but that could be them being nice.  I could use some testing from the community, and would love to hear what you guys think.  Below are a couple screen shots and the workshop link.  The minimap is working, albeit a bit off grid which won't matter, due to the map changing once I detail the T and CT starting zones.  Currently they are low priority and bombsite A needs to be worked on next for a better layout.  The map has no custom models (haven't found someone to work those just yet) and only a couple custom textures.  Thanks for paying a visit and hope to hear from you guys soon!

 

Workshop:  http://steamcommunity.com/sharedfiles/filedetails/?id=323136468

 

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Posted (edited)

I am more than likely going to go with this being the clinic portion on the side.  Clinics have a softer color palette and if I go with bright white and fluorescent colors, it would make the map too bright and not work well.  The long lines of sight have some broken parts, but the map isn't nearly as big as it seems, however I understand this criticism and have been trying to come up with a solution of breaking up the rest of the long halls, but the ideas I have will change around the layout a bit.  Unfortunately, the best way to see if jumping on the map (if players haven't yet).  My main concern is no boxes/dirt so it doesn't look like 80% of the other maps on workshop.

Edited by Rogerztheurbanlegend
Posted

The green lighting would never appear in a real hospital. It is a sickly color, the exact opposite of how doctors want their patients to feel. I would stick to a whiter palette.

Posted

My next run through will brighten the lights up more, because there are definitely areas that are too dark.  Just curious, has anyone tried testing out the map for fun to check for balance?  I've done a lot, and came to the conclusion that it is pretty well balanced right now.

Posted

I think you need to take inspiration from a real hospital, because this doesn't look very modern or like a any hospital I ever visited. Maybe go to your local hospital, grab some photos (and if that isn't allowed, make it sneaky beaky like, or take pictures from google.) There is nothing wrong in completely rip off a real hospital.  :)

Posted

Maybe I should just rename it de_randombuilding and go from there?  Lol..jk.  This, to me, looks like a clinic more than a hospital.  I think I got carried away with wood trim early on and just didn't stop.  I might be wrong, but it seems a good map wouldn't be exactly like a hospital.   The latest pics I posted aren't the textures I ended up using, so that small check in window area is actually much brighter.  I will take into consideration the ambient light, which might be what would help the overall lighting issue.  My next main concern is the outer areas, since they are only for the starting points...I am having troubles getting the motivation to put a lot of time into detailing those areas knowing they are only seen for a couple seconds each round.

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