Quotingmc Posted December 1, 2015 Report Posted December 1, 2015 (edited) Ignore the super low quality model if you can, more of a placeholder than anything. It seems a little narrow for a race track, even for Monaco. Also the markings in the ground suggest this the the start/finish line, a wider piece of track with grandstands and the whole pits. I would widen it a little and remove the floor markings. The gap in the barriers is very unrealistic. The only gaps in real tracks are run off areas and the entrances run parallel to the track with the entrance at the opposite direction the race to avoid a car spinning off into one, it would have to go back on itself to do so. Getting real picky but why would they leave a several million dollar car on the track? It is not like the whole grid of cars was abandoned just before the race started. Sorry to sound picky but I really want this map to be as awesome as possible. Nice start though, looking foward to more.Real monaco start/finish: Edited December 1, 2015 by Quotingmc Rewording and extra point. Logic, catfood and slavikov4 3 Quote
VIOLATION Posted December 3, 2015 Author Report Posted December 3, 2015 (edited) Also just did a complete new greybox as well to test out, doing no detailing whatsoever this time Edited December 3, 2015 by VIOLATION Quote
Quotingmc Posted December 3, 2015 Report Posted December 3, 2015 Also just did a complete new greybox as well to test out, doing no detailing whatsoever this time looks like if you take the main route to A or B and fail, you will have a huge rotate through that super long T spawn area. Quote
VIOLATION Posted December 3, 2015 Author Report Posted December 3, 2015 Keeping that in mind I tried to make the whole map a bit more connected to mid timings (~) now are:T CTA: 13s 9sB: 11-12s 7sMid: 2s 5s rotate times are about 12-13s through CT spawn/upper mid and 16-17s through mid. I feel like this are a bit too long, and still feel like the upper left portion of the map is a bit too isolated. Thinking about making that one entrance to B connect straight down to mid as well. Quote
VIOLATION Posted December 7, 2015 Author Report Posted December 7, 2015 A bit of visual work/some layout adjustments Quotingmc and catfood 2 Quote
VIOLATION Posted December 13, 2015 Author Report Posted December 13, 2015 Uploaded a version to the workshop for playtesting. http://steamcommunity.com/sharedfiles/filedetails/?id=574947704Going to fill out a mapcore playtest for it later today as well. Utopia 1 Quote
VIOLATION Posted December 19, 2015 Author Report Posted December 19, 2015 Playtest seemingly went pretty well, and while I was absent for it I have gathered a lot from the chat/feedback about various aspects of the map and how to improve it. From that time a lot of visual improvements have also occurred with layout out a lot more of the basic architecture. this is the new A site, where I have entirely blocked off the dark back of A and detailed some surrounding buildings. I have removed the bollards from the sidewalks almost everwhere throughout the map as they caused players to get annoyingly snagged at inconvenient times throughout the game. I have also moved this first fence out of the street in a sort of test. I absolutely hate blocking vision with crates and fences but I do not have an alternative as of now. With reports of the B bombsite feeling a bit too cramped, I removed some of the cover props in an attempt to open it up a bit, along with raising the fences on the stairs so players can not jump over them. If the site is still reportedly too cramped I may attempt to open some of the space more. Finally some work was done on the Mid - A connector and its adjacent building, turning it into a sort of elevated cafe. If anyone tested the map on their own, or heldback and type of feedback during the playtest, I'd greatly appreciate it if you could share it here. The map is still heavy WIP and I'm open to essentially any advice or changes. Tyker, Quotingmc, 'RZL and 5 others 8 Quote
Vaya Posted December 19, 2015 Report Posted December 19, 2015 I would rebuild B more. The actual site itself is so small...The two doorways right beside it led to really weird mini-flanks too. Quotingmc 1 Quote
blackdog Posted December 21, 2015 Report Posted December 21, 2015 Finally some work was done on the Mid - A connector and its adjacent building, turning it into a sort of elevated cafe.Pretty!Visually, like it was noted to OrnateBaboon for de_coast, in this screenshot the pointy platform should be probably softened by chopping the tip. You can very well cut it to have it the width of the "column"(?) and rotate the last column 90 deg to keep the geometry clean. jackophant, Quotingmc and Squad 3 Quote
Pavel Turzo Posted December 26, 2015 Report Posted December 26, 2015 (edited) Fantastic map.Would like help you with models for this map write me on Facebook or Steam Cheroke98cz.http://source.gamebanana.com/prefabs/7048 something from my work https://www.facebook.com/groups/CSGO.mapping/?fref=ts Edited December 26, 2015 by Pavel Turzo Squad and Parkcityfan 2 Quote
Quotingmc Posted December 26, 2015 Report Posted December 26, 2015 http://source.gamebanana.com/prefabs/7048 something from my workYour work? Not really, you stole it off the unity store! Quote
JustFredrik Posted December 26, 2015 Report Posted December 26, 2015 (edited) Your work? Not really, you stole it off the unity store!@QuotingmcI think he was talking about the later link to facebook, when he stated "something from my work" (note that I do not have facebook and can not view the facebook link and its content). He states this at the bottom of the page for the rock models on gamebanana:"This models did someone else .I only recompiled them for source.Source https://www.assetstore.unity3d.com/en/#!/content/6947"I think it is very misleading and I don't think it's apropriate to be showing models that you have ported, when you're trying to promote your modeling skills. @Pavel Turzo I do not think it was your intent to mislead anyone into thinking you made the rock models, only to show your ability to port models. But, I think you should rephrase and remove the links showing ported models and instead only show work by yourself, when proposing to help with modeling. And try to be as clear as possible in messages to minimize the amount of misunderstanding. Edited December 26, 2015 by JustFredrik added "@username" Quote
Pavel Turzo Posted December 26, 2015 Report Posted December 26, 2015 Yeah I took this from Unity mean rocks, but others ? Is writen there from where is this model! I did this for one guy . Question is did you recompilation from Unity in to source ? With 20 models trust me hard work.But normaly I am doing models all original for map .Only recompiled stafs and not nice I am giving free on stupid website like Banana.For noobs. Quote
Mehvix Posted December 26, 2015 Report Posted December 26, 2015 It looks very nice, but for the future try making a greybox map then detail so that if you do mess up somewere you dont have to remake everything, only a few brushes Quote
VIOLATION Posted December 28, 2015 Author Report Posted December 28, 2015 Some visual and layout updates. Turzo made a whole bunch of nice shutter models today and I threw them in a few spots as well.Mid cover updates:Some routes/connectors:A bombsite:New B Window (this is a bit of a test, will see how it plays out): Cheers blackdog, 1488 and catfood 3 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.