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Posted (edited)

Hello.
Me and @Thewhaleman are working on a de_ map set in french monastery somewhere in the south part of france.
I decided that this is a good time to post some progress. We should have working layout by the end of the next week.


Goal:
The goal is to include variety of possibilities for players to play the map with huge diversity of equipment. This includes tight areas designed for CQB style as well as few long sightlines to encourage use of sniper rifles.


Screens:

Spoiler

 

76WfQiF.jpg

zXt1G1z.jpg

WR9fb7m.jpg

U2K6F1V.jpg

 

Bonus:
C8tUOES.jpg

I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit)

 


Refs:
 

Spoiler

 

kmw0nn8.jpg

 

EcJyDxK.jpg

ujEwIjD.jpg

 

 

 

Edited by Lizard
Posted
7 hours ago, Lizard said:



Screens:

  Hide contents

Bonus:
C8tUOES.jpg

I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit)

 

 

Really like the carefully crafted trims on the floor where the sidewalk ends, and the wall. Usually you should only make trese details at the end, but somehow it really makes the scene less gamey to me, good shit man.

ALso, it's lacking a color pop it feels like, deffo introduce those purple bushes somewhere for juxtaposition in color.

Posted
17 hours ago, [HP] said:

Really like the carefully crafted trims on the floor where the sidewalk ends, and the wall. Usually you should only make trese details at the end, but somehow it really makes the scene less gamey to me, good shit man.

ALso, it's lacking a color pop it feels like, deffo introduce those purple bushes somewhere for juxtaposition in color.

Thanks! Like I said it's more like a test scene to work with textures, props and colors. Also It's better for me to work on the lighting this way :)
 

 

18 hours ago, OrnateBaboon said:

Really nice theme, and can easily be pulled off within the time frame because of all the bold structures. Stock content could also take the map a long way, and still keep the map looking very different to official maps.

We are aiming between cobble and inferno theme wise. It might be hard to pull off but definitely worth of try!

 

 

47 minutes ago, text_fish said:

I used to see this in an advert and I always thought it'd be brilliant for a CS map/skybox! Glad someone's making it happen. Where in France is it?

Here :) 
https://www.google.ro/maps/place/Abbaye+Notre-Dame+de+Sénanque/@43.9292968,5.1869783,5506m/data=!3m1!1e3!4m5!3m4!1s0x0:0x47ca1205ef3ceca0!8m2!3d43.9282827!4d5.1866573

Posted

Increase the saturation on the roof tiles too to give it a bit more colour. Overall it looks like it's got some kind of desaturation filter on top of everything. It'd be nicer if the sun was a bit brighter, the sky were bluer, and the grass/foliage much greener.

Nice work :)

Posted

Hello, it's me ... 
I updated the workshop link today with the newest version. I felt like the old layout that I had was not interesting and I decided to remake it. Here are some new screenshots.

Layout itself:
AFUFEho.jpg

T's route to A bombsite:
v8EGAJM.jpg

Mid (view from CT side):
feAtbZu.jpg

T's setup area outside of B bombsite:
5HVc7nE.jpg

B bombsite:
8gvMRsw.jpg

A bombsite:
2NRv7fA.jpg

 

Also I started to stream from time to time while working on Abbey. If you guys want to talk about level design while looking at my dog through Doggo Cam™, make sure you follow me on twitter and twitch.
Regards !

 

  • 2 months later...
Posted
6 hours ago, S1lv3r 4 lyf said:

I keep glitching out on the displacement to the right of CT spawn.

The nav mesh needs updating.

One of the two windows in A does not break (the one you blocked off on the other side).

Their post is 3-4 months old. I'd certainly hope it would have been updated by now.

- Additionally, NAV is usually one of the last things edited as maps constantly change. It would be chaos to keep re-editing the file every map version.

  • 2 months later...

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