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Posted (edited)

Neutron

de_neutron is a defuse map set in a modern nuclear research institute. After unsuccessful efforts to stop German nuclear power, the Balkans are hitting the the newly constructed facility, targeting either the research reactor (site A), or the military shipment in the loading bay (site B). The GSG9 have been sent in to stop the attack.

After a lengthy development, with a complete re-design or two, I'm finally releasing Neutron, and submitting it into the mapping contest. I gained quite a lot from my first Mapcore playtest here 6 months ago, and the /r/globaloffensive + mapcore competition playtesting really helped me nail some of the finer details.

Edit: Updated on 24 August 2015 with some newer screenshots, from version 1.1.

Link to the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=485441486

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Link to the Steam Workshop, again: http://steamcommunity.com/sharedfiles/filedetails/?id=485441486

Thanks everyone!

Edited by Single
Update screenshots to newest version
Posted

Thanks for the kind words guys!

so this is finished, or...?

Yes and no. I feel like there is more that could be done to the map, but I've been working on it for so long, I feel a little burnt out about it. In addition, I start uni again next week, so I'll have less time to work on mapping anyway.

So I've decided to 'release' it, and do some visual upgrades/optimisation in future patches. No ETA on those though.

Posted (edited)

The map looks really good so far, but you definitely do another clipping pass.

I made a little video with some feedback.

More important tho, did you fix this issue?

I still have more to go though, my current to do list includes:

  • Making Fnuggi less OP (ideas for this one?)
Edited by Fnuggi
Posted

It looks pretty cool with the simple and minimalistic style, but I just feel the bombsites look really boring and empty. They could use some more detail and geometry (that doesn't have to affect gameplay actually) to spice things up. For example, the platform at A seems like very basic geometry, no edges or trims. B-site's platform-to-ground transition is super simple too. The crates/boxes could have some other angles than 90 degrees to make it bit less "gamey". I know it might be realistic this way, but I guess it's a game so it could have stuff that makes it interesting looking even if it's not 100% accurate.

Posted (edited)

When i look at the screenshots i always miss some contrast colour above headlevel. It looks too depressing atm. With some small orange/blue/green/yellow/(pink) textures you could create some interesting visuals in your level. Also the lighting looks like 50 shades of grey. Some spicey colourful spotlights could really make a difference.

I have totally no problem with clean looking maps. But it needs to look a bit more interesting imho.

€ Look at my PS skills, my PS skills are amazing!

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Edited by El_Exodus
PS stuff
Posted

Have you considered using colors for player guidance? Here's a suggestion of what you could do (could be another color off course, I just picked something).

Also, I would add reflections to all the windows. Will make them look a lot better, as well as the overall area.

Other than that, this is coming together very nicely! Keep it up :)

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Posted

I know it's kinda dumb to put electric towers on rooftops, but it's just an idea.

It's actually very common to put radio equipment on high buildings. I've build cell towers and similar stuff for quite a few years :)

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If I'm not mistaken I think there is something like this in Cache or Season, isn't there?

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