Bastion Posted June 16, 2015 Report Posted June 16, 2015 (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 WORKSHOP http://steamcommunity.com/sharedfiles/filedetails/?id=322956830Edit: Workshop images are very outdated.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 enviromentimproved optimisation and proper use of nodraw, hints and area portalsBetter visuals and lightingTweeks to the layout to improve the overall gameplay and feeling of the mapMaintaining and developing the style of the map using the original reference I got from day 1 of the map's developmentCommunity reported bug fixes and suggestionsThrown 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 June 22, 2015 by Bastion Thrik and Vaya 2 Quote
Bastion Posted June 18, 2015 Author Report Posted June 18, 2015 New update live for the mapAdded 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 anymoreDoors changed to a prop with actual door handlesAdditional details added to the main building, such as damage and extra propsNodraw added to most non visible brushesSkybox changedCubemaps addedCrane added for no special reason.Snow displacements includedCT spawn no longer has a door that opens directly into mid, instead opens to the A bombsite Quote
Bastion Posted June 22, 2015 Author Report Posted June 22, 2015 Good images added to thread, Workshop will be updated shortly with the latest changes Quote
Bastion Posted June 25, 2015 Author Report Posted June 25, 2015 New update on the map.Further visual changes to the Bombsites.A basic mini-map included. and is now functional. Quote
Vaya Posted July 3, 2015 Report Posted July 3, 2015 - 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 Bastion 1 Quote
Bastion Posted July 3, 2015 Author Report Posted July 3, 2015 - 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 Quote
Bastion Posted July 3, 2015 Author Report Posted July 3, 2015 Trying out a change in texture work, update should be out by tonight. here is a brief preview Quote
El_Exodus Posted July 4, 2015 Report Posted July 4, 2015 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. Quote
Vaya Posted July 4, 2015 Report Posted July 4, 2015 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. Quote
laminutederire Posted July 4, 2015 Report Posted July 4, 2015 (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 hereAlso 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 July 4, 2015 by laminutederire Bastion 1 Quote
Bastion Posted July 4, 2015 Author Report Posted July 4, 2015 Updated finally.Fog removedGeneral texture changes, more colours than brickssome obstruction props removedIndoor lighting tweakslight_environment set to 1.5 instead of 1.0Bombsite edits.All doors removedadditional props added to improve overall detailMinor snow changes and additionsMid blocker removedMetal wall added to t side of mid, prevents CT from looking into T spawn from CT side of mid Vaya 1 Quote
Vaya Posted July 4, 2015 Report Posted July 4, 2015 I'll see if I can give you further feedback tonight Quote
laminutederire Posted July 4, 2015 Report Posted July 4, 2015 Lightning is way better, but the new mid feels empty though.Also, changes at A site are also good in my opinion, since it actually improve variety of gameplay there ! Bastion 1 Quote
Bastion Posted July 4, 2015 Author Report Posted July 4, 2015 (edited) New images added to the workshop page and cleaned the radar a bit.AlsoScenery changes to the map, mainly vertical locations outsideTiny light tweak to the light_enviromentScaffolding 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 July 4, 2015 by Bastion laminutederire 1 Quote
Vaya Posted July 5, 2015 Report Posted July 5, 2015 1 watt bulb? the light should be flooding the areabrick on brick detailing looks weird to me. I think the columns(?) should be changed to concretejump on the cover in mid and you see through the nodrawdecals like this shouldn't be added outside of the player area. it will confusefunc_detail! Bastion and El_Exodus 2 Quote
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