sevin Posted February 25, 2016 Report Posted February 25, 2016 How are you guys managing the files across 3 people? Are you using Hammer's version control system and DropBox or GitHub or something? Quote
Lizard Posted February 25, 2016 Report Posted February 25, 2016 How are you guys managing the files across 3 people? Are you using Hammer's version control system and DropBox or GitHub or something? DropBox + Trello Quote
sevin Posted February 25, 2016 Report Posted February 25, 2016 DropBox + Trello So you guys don't split up the VMF using version control? Do you just tell each other via Steam when you're about to start working on it so you don't have conflicting changes? Quote
Vorontsov Posted February 25, 2016 Report Posted February 25, 2016 @sevin They split the map up into different areas to work on, so for example the vmf Lizard works on covers one area, like A-Site and Spawn and Fnuggi covers B-Site and T-Spawn. Quote
Logic Posted February 25, 2016 Report Posted February 25, 2016 1 map, 2 themes Kidding, but always interesting to see how you separate the map and work it out simultaneously. It'd be fun too se more people try it out. Keep us updated! Quote
Vorontsov Posted February 25, 2016 Report Posted February 25, 2016 @Logic I'm there to try and make sure it looks unique but also the same theme Fnugz and Logic 2 Quote
Lizard Posted April 22, 2016 Report Posted April 22, 2016 Little update for you guys. This is a CT Spawn area. There are few things still missing there but I decided to show you guys our progress on the map. Hope you like it El_Exodus, RaVaGe, Fnugz and 20 others 23 Quote
Squad Posted April 22, 2016 Report Posted April 22, 2016 Nice atmosphere so far Fnugz and Lizard 2 Quote
FMPONE Posted April 22, 2016 Report Posted April 22, 2016 It looks like a strong start as Squad said. In way of crit, I'm noticing a consistent thing where all your roofs kind of have the same height. Mix it up , make sure things are sometimes on different levels, and it should be more interesting. Photographic reference is helpful for that. I notice that it might help make your building trims on each individual building feel more real as well, if you're looking at photos for inspiration on those kinds of details. Keep going! Lizard, Fnugz, slavikov4 and 2 others 5 Quote
spa Posted April 23, 2016 Report Posted April 23, 2016 Looks great, I really dig that its a night time map! I noticed a couple of flow issues in your WIP version, which does seem really out of date so my observations may not be relevant but ill post them anyway maybe they can be helpful. Spoiler Fnugz, Vaya, Mark C. and 1 other 4 Quote
Lizard Posted April 30, 2016 Report Posted April 30, 2016 (edited) On 23.04.2016 at 10:30 AM, spa said: Looks great, I really dig that its a night time map! I noticed a couple of flow issues in your WIP version, which does seem really out of date so my observations may not be relevant but ill post them anyway maybe they can be helpful. Reveal hidden contents I noticed a lot of issue with this version as well. Trying to fix them in the first art pass. I hope it won't change the flow of the map that much :). On 22.04.2016 at 8:27 PM, FMPONE said: It looks like a strong start as Squad said. In way of crit, I'm noticing a consistent thing where all your roofs kind of have the same height. Mix it up , make sure things are sometimes on different levels, and it should be more interesting. Photographic reference is helpful for that. I notice that it might help make your building trims on each individual building feel more real as well, if you're looking at photos for inspiration on those kinds of details. Keep going! Sorry guys I actually forgot to answer your feedback. We have a lot of references for urban architecture like this. I'm tryinng to get unique with it but sometimes geting super realistic is not the best way to go here. You are right about the height variety and I will keep that in mind. Thanks guys for the feedback ! For now heavy WiP of A short. Edited April 30, 2016 by LizardPL Vaya, Breadbird, Bevster and 8 others 11 Quote
Vorontsov Posted May 16, 2016 Report Posted May 16, 2016 papa @tomm Lizard, Mark C., tomm and 4 others 7 Quote
Lizard Posted May 16, 2016 Report Posted May 16, 2016 3 hours ago, Vorontsov said: papa @tomm Mark C., hgn, Vorontsov and 2 others 5 Quote
Lizard Posted January 7, 2017 Report Posted January 7, 2017 (edited) Hello guys! Its been awhile. Transit is still alive and kicking. Took a 3 months break because of the DOI contest but now we are ready to post some screenshots from the B bombsite. Keep in mind that there are few things that are not finished here like reflections. Still few things to tweak before the playtest. Just entire B Bombsite Mid connector (left) and T's main entry point Stairs leading to CT spawn Please leave feedback/ opinions we really appreciate Regards! Edited January 7, 2017 by Lizard Vaya, K, leplubodeslapin and 21 others 24 Quote
Jeddyk Posted January 7, 2017 Report Posted January 7, 2017 (edited) 4 minutes ago, Lizard said: Hello guys! Its been awhile. Transit is still alive and kicking. Took a 3 months break because of the DOI contest but no we are ready to post some screenshots from the B bombsite. Keep in mind that there are few things that are not finished here like reflections. Still few things to tweak before the playtest. Just entire B Bombsite Mid connector (left) and T's main entry point Stairs leading to CT spawn Please leave feedback/ opinions we really appreciate Regards! What a timing , i was just looking through here when you posted this hahah and i gotta say , this is good looking, the lightning and the atmosphere blend really nicely though it could still be improved Edited January 7, 2017 by Beannie Pivac, SirK, Vaya and 1 other 4 Quote
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