Dalannar Posted June 14, 2015 Report Posted June 14, 2015 (edited) Hello mapcore community. I've been around the forums for some time but only now am I sharing some of my work for the first time.I am officially entering the reddit + mapcore csgo mapping competition. Here is the steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=460754571The workshop item has all the screenshots, but here is a link to the full album as well: http://imgur.com/a/Q3CfC Latest update:I was going to update this post last evening but then the Nintendo worlds championships happened xD, so I'm updating now. There is not much to update on but I feel it's rather important both of the changes.First of all, I've updated the radar. Besides now working in-game it's much clearer, even though it's not professional looking:(Again, I should have added it, but T spawn is bottom right, CT top left, A site leftmost and B site rightmost) I've also updated T spawn with some eye candy. It allowed me to more or less establish the visual theme for the rest of the map and I feel it came out pretty well. Again, it's not much but it gives an idea of what I'm going for I think (more screenshots in the workshop or imgur link):The lighting is not quite right yet. I was trying to go for a sunset feel, which was looking acceptable with fast renders, but then the 'final' compile messed it up with HDR and I haven't tried fixing it yet.The workshop link is updated so you can go in and check it out if you feel like it. Older screenshots:And a few overview shots:CT spawn:A site:B site (The worst part of the map. Not quite sure how to make the cover on this one): Stuff:The map takes place in and around a small fish processing plant. It was inspired by a location in the game Sleeping Dogs. I came up with the layout about a year ago and started working on a similar map, but I eventually gave up on it. Now I came back to it, and redesigned the layout to be more viable and fun to play. There are some layout decisions I think will probably need to be changed, such as the amount of windows in the office area, or adding a way for CT's to counter T's going through squeaky to A site, but I want to have it playtested before I decide to change those. Although the map is playable already I don't want to submit it to playtesting just yet, there are still a few things I want to iron out.Even though I haven't scheduled a playtest session yet, I'd love to hear your feedback if you have any.I doubt anyone would be interested but if you can do 3D and/or texture work and would like to help me actually make the map look nice I'd be more that glad to arrange something with you. The original plan was to create a sort of Hong Kong like aesthetic, similar to what is found in Sleeping Dogs, but without the help of an actual 3D artist I doubt I could make it close to that.Apart from that I don't think there is much more to say. Thank you for taking a look at the map and any feedback you might decide to drop in, and I will keep this post updated as time goes on. Edited June 16, 2015 by Dalannar Updated map Quote
Quotingmc Posted June 14, 2015 Report Posted June 14, 2015 Looks great! I think the big warehouse with all the box shelves gets a bit crazy at times but I like the overall layout. Quote
Dalannar Posted June 14, 2015 Author Report Posted June 14, 2015 Thanks. Those shelves are pretty bad for that location I feel, due to all the gaps, I'm hoping to create my own after I finalize the layout. Until then though, those are the only stock models that sort of fit.I've been working on T spawn today, giving it some actual visual appeal and defining the aesthetic theme for the map. I'll post some screenshots later tonight if I can finish it in time. Quote
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