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Posted

Kruppstahl is a fictional map somewere in Germany. This map hasn't any destroyed buildings because I wanted to keep the optimization and not everything in WWII was bombed. The middle part of the map is a vehicle/tank factory building surrounded by a mountainous scenery. I always have an attraction to Industrial environments.
Around the factory will have some long range combat, while in the factory it will have some close range combat.

I dont know which mode I'll send the map to the contest, but for now I have Liberation and Offensive. Im not sure how exactly fit in the Frontline mode, since my map has open spaces at the area's were the spawns are for the other 2 game modes.
I havent played DOI much online yet, but I thought it had some sort of Strike mode from INS, and I kept that thought while I was building Kruppstahl.

Here some screens:

 

20161023202215_1.jpg

20161023202449_1.jpg

Posted

Thanks!

Indeed, not all the colors show up nice like the way I want. My color corrector is allready at 0.2 maximum weight. I will test without the corrector to see what it does..

 

Posted
On 28-10-2016 at 8:37 AM, voyager said:

Pretty nice, show more screenshots please. 

Here some other screenshots :)

Map is pretty far in progress now. There are some areas that needs a little more detail/props, but I dont want to go too far to keep the framerates good. Also the gameplay hasn't been tested yet, so I expect some tweaking in the objectives.

Are there any tutorials about making a overview map as they have in the stock maps? Or does this need to be drawn with a pen/tablet(which I dont have)

kruppstahl01.jpg

kruppstahl02.jpg

kruppstahl03.jpg

Posted
2 hours ago, paranoidMonkey said:

Really nice!

A little more detail on the skybox wouldn't hurt thou.

Because of the fog end distance, not everything will be visible. Most "details" are pine trees, but maybe I will add some overflying bombers. Im not sure how to do this with a flyover sound. Would be nice to parent a ambient generic with the bombermodel along the path track entity, but I believe that is not possible in Source.

Map is uploaded to the workshop for testing. http://steamcommunity.com/sharedfiles/filedetails/?id=791132858

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