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Posted

Hellooooo guys,

 

I haven't made a topic about this project i'm working on for a long time, yet. cs_operaOpera House and Hostages to rescue.

My biggest challenge with this : create a game environment that can fit to the theme of an Opera House, that feels realistic (that could exist, even if it's pure fiction).

It might sound stupid and obvious but the fact that it's an opera house doesn't help at all.
I haven't made a "cs_" map before, so I wanted to check it out and see where i can try to innovate.

 

Another problem that i have : csgo doesn't have enough elegant, graceful, harmonious assets, most of them are made for an industrial area or something very close to the official maps. Most of the elements therefore need to be created for the map, and i don't really have the skills needed for that. That's why I'm working with a guy named "Wenceslas" (Étienne is his real name), he is studying in 2D/3D art but does not have the time to work that much on the map.

That is the reason why I am currently looking for someone that wants to create assets for such an environment, the map can really look amazing but by myself i will never have the talent needed to create the assets. If you're interested, you can contact me on Mapcore or send me an email at sylvain.menguy@utbm.fr

 

Finally some screenshots of the map in its current state (lots of things are still WiP) :

 

main room of the Opera

J7pKSNq.jpg

 

nq0lbT4.jpg

 

 

Front facade of the Opera

gz7NCja.jpg

 

The place in front of it (with Paris all around)

kKEiANe.jpg

 

The lobby (everything here will look different, i'll abandon the wood walls idea)

wNmMiyI.jpg

 

A lounge

O27fT0y.jpg

 

The ticketing

PMQcAi2.jpg

 

An underground path

ojT4Lkz.jpg

 

 

The map is in a huge area that allows you to see the city of Paris around you (or at least, just a facade of it). And everything is concatenated in a small volume (compared to the rest)

aZSbZ58.jpg

 

 

There will be a playtest tomorow (on the 17th), i've recently made a lot of gameplay changes that i think will improve things a lot, do not hesitate to join us and try the map.

Thanks for reading and have a good day.

Posted

The last time I playes the map I really enjoyed it. I'll try to make it tomorrow.

Are those mirrors still the same?

That lounge looks a little bit to wild-west for my taste. Maybe loose those bottles with the scratched labels and

replace the wooden barrels with more modern metal kegs.

That lobby looks amazing but the walls look a little flat atm.

I'm sure you will find an artist in no time.

Posted (edited)

I'll just give a feedback about the general texturing of the level and the mood ;

 

Some places works very very well  (http://i.imgur.com/KsEQLw4.jpg    /   http://i.imgur.com/lNAFIRB.jpg  )  because of the simplicity of the materials and the good lighting setup.

 

I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road (  http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join)  or the ceiling ( http://i.imgur.com/2ZwpvZL.jpg ) wich is REALLY aggressive compared to the simplicity of the architecture. Some of the textures should be tweaked to match with the general look of the scene. In this room ( http://i.imgur.com/xyUprJ2.jpg) the planks on the floor are far too big and if it's supposed to mimic an old varnished floor ( Like this one  :  http://www.histoire-image.org/photo/zoom/noce-photographe-f.jpg ) so you should use other materials because this one looks like a generic Cgtexture rich wood.

(And for a french opera, the wall are very english styled.. lol )

 

In the big hall (where you have the flashy ceiling), the floors works far better from a far distance because it looks almost like a flat color wich should be perfect for readability. It 's certainly one of your best custom =)

 

 

This room ( http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens, ( KsEQLw4.jpg xyUprJ2.jpg 2ZwpvZL.jpg ) I see 3 different maps and it gives the sensation that each rooms are worked very independently...If your map was unified on this point, you'll certainly gain like 1 month of development and lot of quality improvement.

 

 

For the next Step, I would suggest you to start with temporary quickly made textures before creating the final asset and having to retake them.

Edited by kikette
Posted

Wow, this is a grand design! Congrats, it's coming along great.

As Kikette points out it lacks cohesion atm, but luckily is something you can fix, especially if an artist joins the project… I don't think you will have troubles with that with the quality in display here.

Posted (edited)

I wish you can find a 3D modeler to embed da GIGN truck in your map.

 

N4hsXIv.jpg

 

Compared to Kikette's feedback about this screenshot (http://i.imgur.com/ORiraBs.jpg), I've made some textures for a Paris based map a while ago (the project never seen the light of the day) and maybe this texture would fit better than the noisy one:

 

aKtwMxj.jpg

 

Feel free to ask me the vmt/vtf with normal map by PM.

 

pDJC429.jpgQODnbtX.jpg

 

[EDIT]: Also last tip always compared to what Kikette said: Making a Moodboard will help your project to keep the same Art direction.

Edited by Seldoon182
Posted

Thanks for your replies, I really appreciate them

 

The last time I playes the map I really enjoyed it. I'll try to make it tomorrow.

Are those mirrors still the same?

That lounge looks a little bit to wild-west for my taste. Maybe loose those bottles with the scratched labels and

replace the wooden barrels with more modern metal kegs.

That lobby looks amazing but the walls look a little flat atm.

I'm sure you will find an artist in no time.

 

No. There isn't real-time mirror anymore (because I also have water in the level and it wasn't a great idea for optimisation).

About the bottles, I'd like to put some wine and whisky instead so it's just temp, and ok for the barrels i'll see what i can do.

 

 

I'll just give a feedback about the general texturing of the level and the mood ;

 

Some places works very very well  (http://i.imgur.com/KsEQLw4.jpg    /   http://i.imgur.com/lNAFIRB.jpg  )  because of the simplicity of the materials and the good lighting setup.

 

I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road (  http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join)  or the ceiling ( http://i.imgur.com/2ZwpvZL.jpg ) wich is REALLY aggressive compared to the simplicity of the architecture. Some of the textures should be tweaked to match with the general look of the scene. In this room ( http://i.imgur.com/xyUprJ2.jpg) the planks on the floor are far too big and if it's supposed to mimic an old varnished floor ( Like this one  :  http://www.histoire-image.org/photo/zoom/noce-photographe-f.jpg ) so you should use other materials because this one looks like a generic Cgtexture rich wood.

(And for a french opera, the wall are very english styled.. lol )

 

In the big hall (where you have the flashy ceiling), the floors works far better from a far distance because it looks almost like a flat color wich should be perfect for readability. It 's certainly one of your best custom =)

 

 

This room ( http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens,

 

 

I wish you can find a 3D modeler to embed da GIGN truck in your map.

 

[picture]

 

Compared to Kikette's feedback about this screenshot (http://i.imgur.com/ORiraBs.jpg), I've made some textures for a Paris based map a while ago (the project never seen the light of the day) and maybe this texture would fit better than the noisy one:

 

[very cool texture]

 

Feel free to ask me the vmt/vtf with normal map by PM.

 

[very very cool textures]

 

[EDIT]: Also last tip always compared to what Kikette said: Making a Moodboard will help your project to keep the same Art direction.

Yes it will not remain a SWAT vehicle, it needs to be GIGN you're right.

I really like the textures you're showing us, Wenceslas had a lot of troubles to find pictures of a stone floor like this one (that's why he made it on zbrush).
Can you add me on Steam please ? ( http://steamcommunity.com/id/leplubodeslapin )

 

Have you made a decision yet between derelict and a open opera house (as in still has performances)

 

Last time I was on it it seemed a bit half and half

Yes, the Opera has been closed for 2 months due to maintenance operations, but small ones (some fabric will cover many of the objects of the map but it's not a construction site). That's why it's a bit half and half (i want to keep the architecture of an Opera but still want to have the best readability i can have).

Posted

leplu you are basically running into the same issues I had in terms of assets, I don't have the technical ability in max to create the assets I needed for my map, which has lead to it running out of steam, definitely advise you find someone but aim at something realistic in terms of detail, don't over do it.

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