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Posted (edited)

So I was going to enter de_Delto, but I instead decided to use de_Remains, a map I made in October as that map is the best map I have made in my time using the cs:go hammer.

As the map was made in October, the map is definatley in need a serious overhaul visually as well as some layout adjustments to suit CS:GO better, since I have gathered much more experience and knowledge with the tools, I'm looking forward to picking this back up from the dead and continuing the map's development to a properly finished and polished state.

I will be quick to go over the map details, I prefer this map to be played than explained in order to get a idea as to why its my favourite map.

Remains is a tight and compact defusal map based in a abandoned warehouse and office building. The focus of the map is to find a strong blend of all the weapon types, including tight locations for shotguns, a open mid point for snipers, and moderately open bombsites with plenty of cover for all weapons in general. This map originaly came out in the 5th of October 2014 and was supported for twenty days before I wanted to start fresh and I have now picked it back up after all this time.

It is not a remake, I am picking up straight where I left off, using the original .vmf files from when I started it.

 

WORKSHOP http://steamcommunity.com/sharedfiles/filedetails/?id=322956830

Edit: Workshop images are very outdated. Those were added on the initial map's publish. Check out the map itself for the current appearance.

The map will get frequent updates throughout the continued development, currently planned are.

  • Better use of displacements to create the snowy enviroment
  • improved optimisation and proper use of nodraw, hints and area portals
  • Better visuals and lighting
  • Tweeks to the layout to improve the overall gameplay and feeling of the map
  • Maintaining and developing the style of the map using the original reference I got from day 1 of the map's development
  • Community reported bug fixes and suggestions

p2P3SMu.jpg

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HeoYBpG.jpg

Thrown up a quick image of the current state because its not yet updated onto the workshop.

Thanks for reading, best of luck in this contest everyone.

Edited by Bastion
Posted

New update live for the map

  • Added minor white fog effect, set so the fog only restricts visibility to areas outside of the playable area.
  • Snow weather effect added.
  • Lighting issues fixed, lights should not be blinding anymore
  • Doors changed to a prop with actual door handles
  • Additional details added to the main building, such as damage and extra props
  • Nodraw added to most non visible brushes
  • Skybox changed
  • Cubemaps added
  • Crane added for no special reason.
  • Snow displacements included
  • CT spawn no longer has a door that opens directly into mid, instead opens to the A bombsite
  • 2 weeks later...
Posted

- get rid of the fog

- more varation in textures. too many bricks!

- improve lighting. outside looks decent. inside is very plain/undynamic. (did you do a full compile?)
 

- too many doors! limit to 1!

- bombsites kinda boring. thing how you can make engagments more fun

 

 

 

Posted

- get rid of the fog

- more varation in textures. too many bricks!

- improve lighting. outside looks decent. inside is very plain/undynamic. (did you do a full compile?)
 

- too many doors! limit to 1!

- bombsites kinda boring. thing how you can make engagments more fun

 

 

 

Finally! feedback!

I'll get to work on these

Posted

Lighting looks too dark in general. I think you should raise both values in your light_environment entity.(ambient and the normal one)

Also your snowy ground looks unnatural. The whole floor os covered in snow, but there is no snow at all on props. Looks unrealistic. Create some blend textures, to make the ground look more natural. Maybe also add some snow displacements on props to create the illustration that it was snowing recently.

Posted

Skylights are pretty key to good indoor lighting imo. Light_environment is CSGO's richest lighting source and should be abused as much as possible.

Posted (edited)

It is clean, however the door thingy in mid is... weird, it doesn't make sense in my opinion, I guess it was to close sight lines in mid? Because there is still huge sight lines here

Also as CT it does feel limited, you leave spawns you're directly in bombsites and naturally you tend to use the same rotating path near spawns. It does feel unrealistic, but I found it has a nice feel, so for my part it isn't a too bad thing! Bricks made me feel about Dunwall in Dishonored, don't know why though!

Edited by laminutederire
Posted

Updated finally.

  • Fog removed
  • General texture changes, more colours than bricks
  • some obstruction props removed
  • Indoor lighting tweaks
  • light_environment set to 1.5 instead of 1.0
  • Bombsite edits.
  • All doors removed
  • additional props added to improve overall detail
  • Minor snow changes and additions
  • Mid blocker removed
  • Metal wall added to t side of mid, prevents CT from looking into T spawn from CT side of mid
Posted (edited)

New images added to the workshop page and cleaned the radar a bit.

Also

  • Scenery changes to the map, mainly vertical locations outside
  • Tiny light tweak to the light_enviroment
  • Scaffolding props added for reasons unknown.

Apart from that I have completed my list of fixes for the day, now I'm just hoping for further feedback, maybe some ratings. I'd love some stars on one of my CS:GO maps for once ^_^

Edited by Bastion
Posted

gCHdssP.jpg

1 watt bulb? the light should be flooding the area

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brick on brick detailing looks weird to me. I think the columns(?) should be changed to concrete

nqxuLmT.jpg

jump on the cover in mid and you see through the nodraw

563fiKP.jpg

decals like this shouldn't be added outside of the player area. it will confuse

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3JDhH6L.jpg

func_detail!

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