MikeGon Posted March 7, 2018 Author Report Posted March 7, 2018 v1.10 is up, with many improvements to gameplay, performance, and visuals! + tons of other changes from v1.06, v1.07, v1.08, v1.09! And I just made a new Very Cliché Greek Chair during lunchtime https://skfb.ly/6x7Jr (not integrated yet, will replace those chairs in the above image...) More art and gameplay updates are on the way with v1.11! Please give the map a shot if you haven't yet, and let me know what you think Cheers! Radu, maxlevelboi, CuervoSp and 3 others 5 1 Quote
Radu Posted September 22, 2018 Report Posted September 22, 2018 How is this coming along @MikeGon ? Are those displacements giving you a hard time yet? MikeGon 1 Quote
MikeGon Posted September 24, 2018 Author Report Posted September 24, 2018 (edited) On 9/22/2018 at 2:48 AM, Radu said: How is this coming along @MikeGon ? Are those displacements giving you a hard time yet? Pretty good @Radu, Thanks for asking! I was about to give an update on that other thread but I'll just continue here instead... After seeing how great displacement surfaces looked compared to func_detail, I decided to go ahead and replace pretty much all func_details across the map! That's still in progress, but I should be done this week. I LOVE the way they react to light, and have a nice "rounded" effect on the edges, even when its just a simple hard edge: In the screenshot above, the gray-looking trim at the bottom is a func_brush. They have the same material applied- notice how well the displacement looks compared to it! I also made a couple new props this week, some new Greek residential signs, an European power outlet and a Mapcore graffiti: (position not final, I might put it somewhere else- still, its at T-spawn right now) Next step: I will actually sculpt and vertex paint some of those displacements, to make them look a bit uneven- especially those white plaster blocks since they're everywhere in the map. I think I will have to make a custom blend material for those Cheers! EDIT: Corrected typos Edited September 25, 2018 by MikeGon Roald, Rump3L, Squad and 6 others 9 Quote
MikeGon Posted November 7, 2018 Author Report Posted November 7, 2018 v1.15 is up, my friends! Notable changes with this version: Fixed an issue where radar was misaligned since the Panorama update Added color correction to kill low-ends and improve visibility in dark areas, notably the tunnels near T-spawn (yep... I didn't know post-processing existed in this engine up until now ) Changed CT models back to SAS, to prevent them from blending in with foliage (they might change again in the future, as long as it fits the Skopelos setting) Clip-brushed a couple foliage spots that were easily exploitable Fixed a lot of a dark, heavily shadowed surfaces (still not completely done with that one... takes forever I swear) Replaced ugly buggy flag I made with beautiful flag from @I ♡ The 1950's (Thanks again for that!) Removed an overpowered cover on Bombsite A, the small wall right next to the half-moon block Made many small, mostly visuals improvements all across the map! Most important known issues I'm tackling for v1.16: Bug where none of the looping ambient sounds will play (I swear when this one is fixed, I pop the champagne) Some very cheeky spots that are still in there (small cracks we can shoot through and stuff like that) Issue where custom loading screen image doesn't show up since Panorama update Some very dark surfaces that are still there, found especially around windows and door frames Special thanks to @Radu for the great feedback! My goal is to organize a playtest ASAP, and have this thing finished once and for all before the Christmas holidays. Working on Source is very... interesting, to say to least. I will certainly write a post-mortem at the end of this, and present it here or in a separate thread... there's so much things I learned and would like to share, if you guys are interested! Cheers! blackdog, Radu, Rump3L and 3 others 6 Quote
That50'sGuy Posted November 8, 2018 Report Posted November 8, 2018 I'm glad that you like your new Greek flag! I can't wait to see what you add next MikeGon 1 Quote
MikeGon Posted December 9, 2018 Author Report Posted December 9, 2018 v1.16 is up!! I am trying to finish that map once and for all before the end of the year - This is very hectic period for me since I am in the process of moving to another country for a new gig. More info on that later Here are the main improvements that come with this update: Replaced all out-of-bounds houses by models (they were previously Instances, which caused a multitude of problems) Fix a lot of "bad shadow on brush surface" issue all across the map Started replacing brushes uses to make buildings by displacements - It should be done for all buildings in v1.17 Replaced the dark, ugly rock cliffs near TS with much a better model. It is the same as the one shown here. Thank you @Serialmapper !! Replaced water material with a much better looking one, made by @Yanzl , as shown here. Thank you!! Color correction is now done using a LUT instead of a .raw file. Thanks again @Yanzl for the great explanation of how LUT works in Source v1.17 is already on the way! I'm making big changes to lighting - Stay tuned! will2k, maxlevelboi, slavikov4 and 7 others 9 1 Quote
Serialmapper Posted December 9, 2018 Report Posted December 9, 2018 I found a place where if the bomb is dropped, it cannot be recovered. MikeGon 1 Quote
MikeGon Posted December 9, 2018 Author Report Posted December 9, 2018 7 minutes ago, Serialmapper said: I found a place where if the bomb is dropped, it cannot be recovered. aaaand fixed! (I just removed that brush, it wasn't really needed) That will be part of v1.17 - Thank you @Serialmapper and feel free to let me know if you find more issues! Quote
Serialmapper Posted December 9, 2018 Report Posted December 9, 2018 (edited) I'm usually inspecting my map with r_drawclipbrushes 2 (sv_cheats 1 enabled of course) Edited December 9, 2018 by Serialmapper MikeGon 1 Quote
Vaya Posted December 11, 2018 Report Posted December 11, 2018 (edited) hey @MikeGon We're looking to add this map on the mapcore faceit hub in the near future, let us know what you think about that Cheers! Edited December 11, 2018 by Vaya Roald and MikeGon 1 1 Quote
blackdog Posted December 11, 2018 Report Posted December 11, 2018 Awesome, nice upgrade all around @MikeGon, looking forward to see the final. MikeGon 1 Quote
MikeGon Posted December 11, 2018 Author Report Posted December 11, 2018 5 hours ago, Vaya said: hey @MikeGon We're looking to add this map on the mapcore faceit hub in the near future, let us know what you think about that Absolutely, I would be honored! I would like to polish it up a little bit more before if that's okay - I want this to be a pleasant experience! (Unless you are on a tight schedule, then I guess we could go with this version...) I'm moving to the US at the moment, and the movers will keep my stuff 2 weeks - I won't have access to my computer for a while, so I'm looking at December 29-30 for version 1.17 - would that work for you? 4 hours ago, blackdog said: Awesome, nice upgrade all around @MikeGon, looking forward to see the final. Thank you @blackdog ! Yeah lighting in particular still needs a lot of work, especially in the underground areas. Trying to strike that right balance between mood and visibility. Quote
Vaya Posted December 12, 2018 Report Posted December 12, 2018 yeah we'd probably be going live start of jan. you can continue working on the map when it's up too - in fact we'd prefer it if you did! MikeGon and Interfearance 2 Quote
MikeGon Posted December 31, 2018 Author Report Posted December 31, 2018 Quick update: I won't be able to work on the map since I won't have access to my computer (and 99% of my belongings), for 2-3 more weeks... The movers were supposed to deliver my stuff this week, but they pushed it back to Jan15 - Jan20. Will keep you guys posted! Also, HAPPY NEW YEAR! May your LD/LA skills improve like never before in 2019!! Cheers! Vaya, esspho, Squad and 1 other 4 Quote
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