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Posted

Finally an update:

All main brush-work is pretty much done, still need to properly texture everything, add details, props, clip brushes and optimize it (hints, area portals, etc.). Generally layout hasn't changed much, though it is not as stretched out as in sketch pictures. Mid area felt too open, easy to push by the Ts and hard to defend by the CTs, so I shrinked it down. Rush timings are roughly between 9 and 12 seconds, with both sides reaching their sniping positions in mid in around 3-4 seconds. Rotation time between bomb sites through CT spawn is roughly 13 seconds (which is alright according to this topic).

Overview of the map with main rush encounter spots, timings and routes:

LAhiUGT.jpg

I have spent a lot of time working on custom textures. All of them are created completely from scratch in Blender and Gimp (which allowed me to bake really nice normal maps). Here are two 1024*1024 textures used on bomb sites (metal warehouse) with partly shown normal and specular maps:

yicBNLK.jpg

YewCyHp.jpg

And some screenshots of B site (A is going to look similar, but chemical transport truck will be placed on bomb plant area instead of red crates). I'm partially color blind, so tell me what you think, is the red color too intense, is there too much of it? Some more details (props) will be added, but the general appearance is there:

54iahNa.jpg

oIaHubO.jpg
hksth4M.jpg

One close-up (sun reflections are nice):

 EcaqbL9.jpg

Posted

Looks sweet! 

I love the colour palet of the very bright and mat reds. The only thing I imagine, is that it's annoying to walk over metal all the time. Maybe you should change the floor's sounds to laminate or something like that. 

Posted

Thanks :)

Metal is only on bomb sites, the rest of map is mostly concrete, so I don't think it will be annoying. And the exact area where bomb is planted is using rubber texture/material from new Train.

  • 1 month later...
Posted

Still working on the map, progressing slowly but surely.

I have a question for mappers whose map got into one of CS:GO operations (I'm hoping this one will too, time will tell though): 

What is Valve's stance regarding use of textures from sites like textures.com (former cgtextures.com)? From what I understand textures.com allow their textures to be used in such way as long as it is a part of 3D model/map and not sold individually. I'm using their textures only to add detail to my own textures and make them look more realistic (overlaying them over my own basically). So if my map ever gets a chance to be featured in operation could this be a problem?

Posted

Still working on the map, progressing slowly but surely.

I have a question for mappers whose map got into one of CS:GO operations (I'm hoping this one will too, time will tell though): 

What is Valve's stance regarding use of textures from sites like textures.com (former cgtextures.com)? From what I understand textures.com allow their textures to be used in such way as long as it is a part of 3D model/map and not sold individually. I'm using their textures only to add detail to my own textures and make them look more realistic (overlaying them over my own basically). So if my map ever gets a chance to be featured in operation could this be a problem?

This shouldn't be a problem, as long as the website/author of the textures allows this. I used a few textures from cgtextures.com in de_ali. If you're not 100% sure you can always ask the people who make and distribute the textures. Like I did, even if it was pretty much clear from the FAQ that it's permitted :)

Posted

This shouldn't be a problem, as long as the website/author of the textures allows this. I used a few textures from cgtextures.com in de_ali. If you're not 100% sure you can always ask the people who make and distribute the textures. Like I did, even if it was pretty much clear from the FAQ that it's permitted :)

Awesome, thanks :)

  • 3 months later...
Posted

One more question regarding textures: How does Source handle textures in resolution higher than 1024x1024?

Since Valve stepped up the game in terms of technical quality with the new Nuke I thought I might as well with this map, so I've been reworking custom textures and models and decided to use mostly these in combination with Nuke assets. In this particular case I have a few 2048x1024 and 2048x2048 textures, how does Source handle that? Does it increase loading times and how much does it affect frame rate?

Posted (edited)

Will2k can probably provide a more in-depth explanation than me, but in general, the higher your resolutions, the larger the map file and the lower the frame rates.

Will has an article here on MapCore that explains some of this.

I really like the assets you've made so far. I was not a fan of FMPONE's rendition of de_season because I thought the place looked entirely too clean and bright, but something about the way you've done it is pleasing to me... I think it may be because you've broken up the colors more so they're not as flat as Season's look.

Edited by sevin
Posted (edited)
22 hours ago, sevin said:

Will2k can probably provide a more in-depth explanation than me, but in general, the higher your resolutions, the larger the map file and the lower the frame rates.

Will has an article here on MapCore that explains some of this.

Good article by will2k, but not exactly what I was looking for. The difference between these models isn't in texture resolution, but mostly in models' polygon count and materials. I have been looking into some of them and didn't find anything higher that 1024x1024, so I'll stick with that too. There must be a reason why they didn't use higher res. 

EDIT: Actually, I was wrong. They did use textures with resolution higher than 1024x1024. Texture example: metal_pipe_001.vtf, size 2048x1024. So I guess that's it for anyone wondering.

22 hours ago, sevin said:

I really like the assets you've made so far. I was not a fan of FMPONE's rendition of de_season because I thought the place looked entirely too clean and bright, but something about the way you've done it is pleasing to me... I think it may be because you've broken up the colors more so they're not as flat as Season's look.

 I'm not sure if I'm qualified enough to critique FMPONE's work, but indeed some parts of de_season feel a bit flat. Otherwise the map is top quality visually, but some more darker tones to emphasize geometry and add depth in some areas would look nice in my opinion.

For my map, I figured only the line where players could appear should be white and less cluttered with props and as view goes higher the colors are darker, with more props and details. Also I'm using these dark border plates on brush edges to stress out the major shape of area which makes it easier to quickly read the overall structure.  This also focuses your sight on important parts where players could be standing, but visually the environment still looks nice. 

Currently de_section only has the bombsites in the style shown in previous posts, other parts of the map are heavy industrial concrete/asphalt flirting with occasional dirt and grass areas. I will post some screenshots soon, been reworking all assets to step up the quality as I mentioned.

 

Edited by Pivac
Correction
  • 5 weeks later...
Posted

Good job! The models are very nice.

I also use Blender to create all models, either for soure or other engines.

The theme of the textures, is there any news? Do you know if there are problems in creating maps with bigger textures 1024px what?

Sorry for my English.

Posted
1 hour ago, aprats said:

Good job! The models are very nice.

I also use Blender to create all models, either for soure or other engines.

The theme of the textures, is there any news? Do you know if there are problems in creating maps with bigger textures 1024px what?

Sorry for my English.

Thanks. I have found that Valve used some 2048x1024 size textures in new Nuke, but nothing larger than that. Currently for wooden crates I am using 2048x2048 and I don't have any frame drops or similar performance problems.

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