JakHalz Posted October 25, 2016 Report Posted October 25, 2016 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: zastels, paranoidMonkey, Radu and 13 others 16
Squad Posted October 25, 2016 Report Posted October 25, 2016 Great work! While the overall mood seems nice the colors almost looks like a weird mixture of grayscale and sepia.
JakHalz Posted October 25, 2016 Author Report Posted October 25, 2016 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..
voyager Posted October 28, 2016 Report Posted October 28, 2016 Pretty nice, show more screenshots please.
JakHalz Posted October 30, 2016 Author Report Posted October 30, 2016 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) Plat, paranoidMonkey, Xanthi and 5 others 8
paranoidMonkey Posted October 31, 2016 Report Posted October 31, 2016 Really nice! A little more detail on the skybox wouldn't hurt thou. JakHalz 1
JakHalz Posted October 31, 2016 Author Report Posted October 31, 2016 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 Andre Valera 1
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