Quotingmc Posted March 11, 2016 Author Report Posted March 11, 2016 (edited) Is there any particular more specific theme you're going for yet? Location? etc.I am going for the general feel of the new Nuke so I guess an Clean(ish) American storage facility.I know they are a bit boring but I hope I can make it look unique and pretty while still being playable. Edited March 11, 2016 by Quotingmc VIOLATION 1 Quote
Quotingmc Posted March 12, 2016 Author Report Posted March 12, 2016 More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.As always, I love feedback on what could be fixed or changed!Picture from above: esspho, slavikov4, Mark C. and 6 others 9 Quote
Klassic Posted March 12, 2016 Report Posted March 12, 2016 More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.As always, I love feedback on what could be fixed or changed!Picture from above:looking good! Quotingmc 1 Quote
raigeki Posted March 13, 2016 Report Posted March 13, 2016 your map looks really cool!keep it up ! Quotingmc 1 Quote
Quotingmc Posted March 13, 2016 Author Report Posted March 13, 2016 your map looks really cool!keep it up !Thanks! Quote
Shibou Posted March 13, 2016 Report Posted March 13, 2016 First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it! in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.I found some very nice potential AWPy sightline near Site A but dunno if that might be intended. Quote
Quotingmc Posted March 13, 2016 Author Report Posted March 13, 2016 First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it! in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.Thanks a ton for this very useful feedback!I still need to do a full clipping pass and I will remember these spots when I get round to it. As for the sight line, I have been meaning to rework that passage for a while, it feels very off. I will take that into consideration though when remaking it to stop another long angle.As for the thin walls, I will have them as panels of metal or the such, more temporary pieces laid against the walls than connected structures.Thanks again. Quote
Quotingmc Posted March 17, 2016 Author Report Posted March 17, 2016 (edited) New Update! Please Note: This version is NOT currently on the workshop! I have almost finished blocking out CT with rocks and foliage as well as adding some textures and more detail to the buildings. I have also started to add rock faces throughout the map including the back of B bombsite. As always, any feedback is gratefully received and always considered when improving the map. Images: CT Spawn: Spoiler B Site: Spoiler Full credit for rock props to @Yanzl! Edited March 17, 2016 by Quotingmc [N]awbie, Logic and untor 3 Quote
hoistenize Posted March 18, 2016 Report Posted March 18, 2016 I really like the direction this is headed. those rocks are really nice. Quotingmc 1 Quote
Quotingmc Posted March 19, 2016 Author Report Posted March 19, 2016 Small Update: Started work on tweaking mid ready for first stage of textures. Some changes include removing a hiding spot on T side, giving CT more room on balcony adjusting the CT entrance ways. I have also changed the colour scheme on T side to orange rather than yellow. Another smaller tweak is with the geometry of the CT to A connector to remove some bad angles and make it flow better. Images: Spoiler Have also collected almost 40 reference pictures from de_nuke to work from and help make the map look cool: http://imgur.com/a/hEwkY Logic 1 Quote
Quotingmc Posted March 20, 2016 Author Report Posted March 20, 2016 3 hours ago, Vorontsov said: Why though Care to explain this completely random comment? Quote
Quotingmc Posted March 20, 2016 Author Report Posted March 20, 2016 Just now, 1488 said: thinks he's referring to the fact that you're referencingp pictures of Nuke instead of choosing an original theme, just my interpretation though Oh, I am just using de_nuke's for as a rough guide and looking at it's techniques for making plain surfaces and areas appear detailed yet still new and uncluttered. I am not planning to copy anything 1:1, more just use it for inspiration and little tips. Quote
clankill3r Posted March 21, 2016 Report Posted March 21, 2016 Maybe you planned to expand this, but how it looks now it looks like a raincatcher Squad 1 Quote
Vaya Posted March 21, 2016 Report Posted March 21, 2016 legionnaires disease creator? Quotingmc 1 Quote
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