NikiOo Posted September 10, 2017 Author Report Posted September 10, 2017 (edited) Beware! Long post! V12 coming up: - Adjusted the CT rotation timings and fixed some weird angles. Here are some screenshots from the new CT spawn: - Here is the new path for CTs to Outside (goes underneath the connector to B site): - Changes to outside (the vehicle in the middle is WIP, placeholder brush in it's place): - Shortened the connector to B from outside: - Some more screenshots of first art pass on the buildings: - This is what the ship currently looks like: Probly gonna retexture it in 4k and add more detail to the model cuz it looks like shite right now. Edited September 10, 2017 by NikiOo Lefty 1 Quote
NikiOo Posted September 12, 2017 Author Report Posted September 12, 2017 Made an ice model for the water: There are some parts of the prop that look weird and unrealistic but I'm working on it. I will add a slight reflection as well. I'm trying different water textures. This one is from inferno. I'm testing it on V7 cause everything else is broken. Yes, Valve messed up hammer again. Quote
Andre Valera Posted September 13, 2017 Report Posted September 13, 2017 You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process Quote
NikiOo Posted September 13, 2017 Author Report Posted September 13, 2017 The first art pass is done in most outside areas: I've got that tower on the top as a landmark/orientation point. 2 hours ago, Andre Valera said: You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process I'll think about that. Maybe I will need someone to help me with the indoor stuff. Quote
Apeyou Posted September 13, 2017 Report Posted September 13, 2017 Looks great, although the yellowish texture makes the map feel 'warm', while it should feel cold because of the setting you're going for. Maybe try a less vibrant color or play around with some color correction. Keep it up! Quote
NikiOo Posted September 14, 2017 Author Report Posted September 14, 2017 (edited) 22 hours ago, Apeyou said: Looks great, although the yellowish texture makes the map feel 'warm', while it should feel cold because of the setting you're going for. Maybe try a less vibrant color or play around with some color correction. Keep it up! I don't have time for changing colors. It's not that big of a deal. The orange texture that's all around the map is gonna stick, but I'll most likely change the colors of the crates that are on the ship. and for some reason i cant post screenshots, Max total size 0.09MB. I guess i've reached the limit Edited September 14, 2017 by NikiOo Quote
NikiOo Posted September 22, 2017 Author Report Posted September 22, 2017 (edited) This is the new ice model: Did some more work on the ship: And some more screenshots: Working on a new path from outside to Bombsite A. I'll prob remove the part around B connector through CT spawn: I'm also looking for an environment artist to help wrap up this project so if you are interested, feel free to contact me: Steam: http://steamcommunity.com/id/bromangen8/ Discord: Nikio#3991 This is the progress so far: + 2 underground areas that are like 15% + Gotta make the 3d skybox + Gotta add some custom sounds + Navmesh needs some work + A few props to make/texture Edited September 22, 2017 by NikiOo Gauss and slavikov4 1 1 Quote
NikiOo Posted September 26, 2017 Author Report Posted September 26, 2017 (edited) http://steamcommunity.com/sharedfiles/filedetails/?id=919675967 Updated workshop with V13: - Sum art - Sum change on connectors from Outside to B,A and CT - New skybox - Adjusted timings - Fixed shader bug on B site - Fixed pixelwalk on B - Clipped off upper part of the ship/A site - Added a flying thingy above A - Propped sum ship Reddit playtest tonight. Edited September 26, 2017 by NikiOo Quote
NikiOo Posted September 28, 2017 Author Report Posted September 28, 2017 (edited) I made a lot of changes to outside, mainly the CT side and the routes to the bombsites: - The route to B now goes along that catwalk above the entrance to the CT Garage. - Also I've added another path to A that goes underneath bombsite B, which is relatively new and is still very much W.I.P. - The CT Garage has an upper balcony area which is easily accessed from CT spawn. It provides CTs with a vent passage to Vent room which is right next to the B site and is also the second T entrance to the site through catwalk. CTs also have the choice to drop down into the lower area of the CT Garage, which is a one way drop and they can only get back with a boost. - Both bombsites now have 2 entrances for Terrorists but Counter Terrorists can feel safe rotating between the sites unless they give up outside and allow Terrorists to boost into the upper part of CT Garage. - CT Garage allows for quick rotations in between the sites, almost as quick as rotating through CT spawn, so CTs now will have a second route for retaking each of the bombsites without loosing too much time. - You can also boost up the Elevator shaft now and you can drop on a small platform and safely get down without 'abusing the source engine surf physics' and risking taking damage. I'm starting to set the theme for some indoor areas: Edited September 29, 2017 by NikiOo slavikov4 and Plat 2 Quote
NikiOo Posted October 8, 2017 Author Report Posted October 8, 2017 Some screenshot from CT spawn: More detail to be added and I'll probably change the sun angle so those windows' shadows fall in the middle of the room. Quote
gav Posted October 10, 2017 Report Posted October 10, 2017 Can't wait to see more. Looking great Quote
Vaya Posted October 10, 2017 Report Posted October 10, 2017 There's something really off about the look of this map. Are you working from references? Rad 1 Quote
blackdog Posted October 11, 2017 Report Posted October 11, 2017 On 10/10/2017 at 5:05 PM, Vaya said: There's something really off about the look of this map. Are you working from references? All that metal floor doesn’t have sense I guess Quote
NikiOo Posted October 11, 2017 Author Report Posted October 11, 2017 (edited) On 10/10/2017 at 7:05 PM, Vaya said: There's something really off about the look of this map. Are you working from references? Not really. I'm making up most of it, except for some parts. I'm using a reference for the ship and the indoor areas on the T side of the map. What do you think is off about the way it looks? 1 hour ago, blackdog said: All that metal floor doesn’t have sense I guess Idk maybe I'm overusing that metal texture. Maybe if I used more reference, it would have been easier to keep the theme consistent but I'll try my best. BTW I am working on a new ship model which consists of 3 separate parts so I can add more detail. The current one looks like absolute shit. Edited October 11, 2017 by NikiOo Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.