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sombrewynot

[WIP] de_tachyon

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Ladies and gentlemen,

Greetings.

This is my submission entry for the 2015 Mapcore and Reddit CS:GO Mapping Contest.

-- AUGUST 31th SUBMISSION --

Hello everyone.


I am very exited to present you the latest version of de_tachyon.

Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=509682191

Update :

* New A Bombsite
* Details and props added
* Weather and lights revamped
* Mid lane deleted
* Workshop link
* Screenshots, Video

What will be added :

* Custom Soundscapes (adding levels of realism)
* More details and texturing
* Puddles, dripping water and rain drops impacts
* More and always more detail


Any kind of feedback is welcome.


GLHF on this final run!

1.thumb.jpg.c2196e173e6e9eccff4b9d71be9e2.thumb.jpg.0a78cd48b5503d2c347dcd994ac93.thumb.jpg.7f598d8202d72651eb3300c3734a4.thumb.jpg.94d4fbec0d502905d982e142c5bc5.thumb.jpg.e7228e023e208a53bd18501c196fRadar.thumb.jpg.d928fdfaa77dd23be614e1d0

Some concept art : http://imgur.com/a/T87Cl

"A fast-paced defusal map set in an
international military research
facility, somewhere in the South Pacific
Islands..."


David

Edited by sombrewynot
Update - Steam Workshop Link + Video

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Best map name. Worst screenshots...

Cl_drawhud 0

r_drawviewmodel 0

I think you need to work on your lighting. Getting light right is really difficult without a light_environment to fall back on though...

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Radar screenshot is great, 10/10. But as @Vaya聽said: your screenshots are literally the worst thing I've seen.

Staring at the back of a bots head? inspecting your guns (in the dark)?

Bitching aside, it looks like you've got quite a balanced layout, and some good height for an enclosed map. You definitely need to work more details into the walls and ceiling as they are very plain right now. You also need about 10x as much light. It looks like you've just used "light" and you should really be coupling them with "light_spot" to get some light thrown around your rooms.

I'm not sure what you're using for reference, but research facilities are pretty well lit places:

Idaho_lab.jpg

NL-1.jpg

20120125HADES%207s.jpg

oak-ridge-research-reactor.jpg

BKR.jpg

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Thank you for the feedback Vaya and Jackophant. It is very much apreciated and I will drink some extra cups of coffee working on the flaws you pointed out.

As for the - reasons why - , and some background to the map : I started using hammer sdk 3 month ago. First time using a 3d software, though I'm a regular audio / video / image editing software user.
My initial intention was to create a MOBA-like FPS : premade characters, special abilited, skill trees. Think Teamfortress 1 but with a more realistic, yet, added fantasic elements groove to it. I wanted PVE activites : Waves of monsters, special "buffs giving" NPCs, the "3 lanes" architecture and solid, need-to-be-destroyed, world elements : towers, doors, "inhibitors". With all the Character Leveling / Items Upgrading you can possibily think of.

So I started working on some map concepts and very shortly after I remembered I am not a developer. That was it for my exitement.

So I reshaped the project into a cs destruction map and one month into the process I learned through Reddit about Mapcore and the mapping tournament.

I started this project with no idea whatsoever of the mapping / game design production processes, workflows, in and outs and made lots and lots of mistakes.

I'm now working on to fix all this and making the map enjoyable.


I thank you again for the feedback and will update asap.

Sincerly,


David

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-- AUGUST 31th SUBMISSION --

Hello everyone.


I am very exited to present you the latest version of de_tachyon.

Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=509682191

Update :

* New A Bombsite
* Details and props added
* Weather and lights revamped
* Mid lane deleted
* Workshop link
* Screenshots, Video

What will be added :

* Custom Soundscapes (adding levels of realism)
* More details and texturing
* Puddles, dripping water and rain drops impacts
* More and always more detail

Some conceprt art : http://imgur.com/a/T87Cl


Any kind of feedback is welcome.


GLHF on this final run!

Edited by sombrewynot

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