The Horse Strangler Posted September 22, 2016 Author Report Posted September 22, 2016 On 9/21/2016 at 0:02 AM, Thurnip said: how much of the textures and shaders are custom, and how much are like, CSGO default? this is a general question about CSGO maps 100% of it is custom. 4 hours ago, cashed said: are you using a custom Color Correction? Nah, using the shacks cc. Shacks4Life On 9/20/2016 at 6:55 AM, catfood said: ... first one is the outdoor brightness... I caught a screenshot of it as the tonemapping was adjusting, rip. It's not that bright outside normally. catfood 1 Quote
The Horse Strangler Posted October 11, 2016 Author Report Posted October 11, 2016 (edited) Quick Update Got busy with some art test stuff, but hopefully should see a release within the next week or two. Thanks again for the support guys. In the meantime I took a little gif of the 3d skybox timelapse. Here is a mp4 version with a higher framerate. Edited October 11, 2016 by MrTwoVideoCards aassssss Squad, Radix, K and 32 others 35 Quote
Vaya Posted October 11, 2016 Report Posted October 11, 2016 SirK, leplubodeslapin, Logic and 8 others 11 Quote
Pivac Posted October 11, 2016 Report Posted October 11, 2016 Wow that 3D skybox is sick. SirK, The Horse Strangler and El_Exodus 3 Quote
The Horse Strangler Posted October 20, 2016 Author Report Posted October 20, 2016 (edited) IT'S OUT! (no not really) Wanted to get a pre-release version up for you guys so you could run around it and check stuff out. It should be finished pretty soon. Here's the steam workshop link. The final link will change once it's fully released (the bsp still has a temp name of de_junction_v20). Some quick notes about this version that's already known feedback-wise: Performance is not ideal, models aren't fading out at all (this is already fixed) Clipping needs some work on some areas to smoothen out player movement, and prevent players from leaping outside of the map. I generally save clipping for the very last in my workflow. Some ivy isn't being lit particularly nice, not sure what to do about that other than adding fill lights. Thanks source Navmesh is not optimized Reflectivity values on a lot of stuff will be changed, phong etc. There's some other things that I've missed, but you guys should be able to run around in it and enjoy it nontheless. Map compile times are hitting 17 hours for a final, so iterating is getting annoying to deal with for large scale stuff. Map is very model intensive: Edited October 20, 2016 by MrTwoVideoCards Fnugz, Logic, Vaya and 11 others 14 Quote
RA7 Posted October 20, 2016 Report Posted October 20, 2016 Had a runthrough, like the layout, but i missed some soundscapes and background noises... Some places seem too bright and bland with the lightning. Found an error with the stairs...see pics. The rest looked really promising. General Vivi 1 Quote
SirK Posted October 21, 2016 Report Posted October 21, 2016 Ive looked at it too. Impressive work guys! I Like the Layout, its an interesting Idea. Besides the obvious clipping bugs and the stuff RA7 said: I think you should widen the door near T-Spawn leading towards the upper site, its going to be a blockfest and makes rushing that route impossible if one of your mates gets stuck. The rotation time for CTs holding the upper site going lower could be too fast (using the elevator drop or the "pipe drop". Last thing which i really didnt like was that long staircase - I get that its a connector and the long stairs should slow down rotations from lower to upper. But its a deathtrap. If you are rotating and the enemy team sees you while doing, you are caught on that thing with no cover. Besides that its way to narrow, resulting in an easy to predict one-dimensioned movement. Thats easily one of the most reallistc looking CS:GO Maps ive seen so far - good job! PS: Reminds me of BF4 RivFader 1 Quote
Roald Posted October 21, 2016 Report Posted October 21, 2016 Well the map looks amazing!! I really love the realistic aspects of this map and all the nice details in it! Layout looks interresting; pretty dynamic and nice abbilities for Terrorist to switch from tactics and also some nice choises CT could make on they way they will defend. I think the rotation times are quite good, also the elivator one. It may be fast, but also really riskfull and you make a lot of noise jumping or climbing down. There is one thing that bothers me alot, the fact that both bombsites are almost exact aboth eachother. For an example I plant on the lower bombsite and I heard alot of steps all arround me but there was no enemy nearby, it's really distracting and hard to focus on where the enemy is coming from. Gameplay wise I don't think this was a good idea. Maybe it's my personal opinion, I don't know.. I am one of those guys who hates nuke for an example Tho like I said overal the layout and angles seem to be really nice! For the bombsites, really good angles to attack from for both bombsites, u guys pulled that off real nice. I also like there are not too many hiding spots on the bombsites. Maybe you could add a few cover spots that cover up till the midle of the player. Now when you peak you are fully exposed which is hard for CT when you have to defend alone or with two against 5 enemies. Below some screenshots with some minor things: These diagonal walls all over T spawn are not solid This building in the background is dissapearing: This statue has a bad collision: There is a nodraw here when you go from the Metro tunnel to the bombsite on ur right as a terrorist: Already said, the staircase is getting blocked by the objects at ur right. No mather if u get blocked or not I should widden this pathway anyway and put that objects with the cables higher: This angle looking up is abit nasty I think. Also because the fence reduces the vissibility. I should cover it up somehow. Last thing is this rolling stair, it has no collision so plz a nodraw. Overall a really amazing job guys!! Oh and a overview would be really nice! SirK, The Horse Strangler and gleddez 3 Quote
The Horse Strangler Posted October 21, 2016 Author Report Posted October 21, 2016 Model collisions absolutely pain me in source, it's so unnecessarily complicated. Anyways thanks for the feedback so far boi's. SOme of the mentioned things are fixed, but some of those presented angles will be adjusted. On the cover for the dropdown room, I totally agree. It's something I'd like to see play out some more but I have no issues with reshaping that area. That area structurally gave me a bit of a tough time, I definitely think it could use some additional iteration. RA7, SirK, Plat and 2 others 5 Quote
Vorontsov Posted October 21, 2016 Report Posted October 21, 2016 I feel ya on the collisions The Horse Strangler 1 Quote
Shinigami Posted October 29, 2016 Report Posted October 29, 2016 I did a playtest ( just trying to find bugs and glitches, as the nav mesh is not well made ), and found multiple glitches! Here is a link to all of them! http://imgur.com/a/Va0Z5 The Horse Strangler and RA7 2 Quote
The Horse Strangler Posted October 31, 2016 Author Report Posted October 31, 2016 Thanks for all the feedback dude but that's all fixed, lol. I didn't ship that version with any clipping really. Quote
StoKer Posted November 1, 2016 Report Posted November 1, 2016 spectacular job with the level of detail Quote
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