Lizard Posted June 3, 2017 Report Posted June 3, 2017 (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 Bonus: I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit) Refs: Spoiler Edited June 3, 2017 by Lizard OrnateBaboon, slavikov4, Quotingmc and 22 others 25 Quote
Vaya Posted June 3, 2017 Report Posted June 3, 2017 Looks great! Can't wait to test it SirK and Lizard 2 Quote
laminutederire Posted June 3, 2017 Report Posted June 3, 2017 Guys stop trying to blow up France Will there be cicada sounds? Vaya and Lizard 2 Quote
Lizard Posted June 3, 2017 Author Report Posted June 3, 2017 4 hours ago, laminutederire said: Guys stop trying to blow up France Will there be cicada sounds? Wait and you will see laminutederire and Interfearance 2 Quote
OrnateBaboon Posted June 3, 2017 Report Posted June 3, 2017 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. Lizard 1 Quote
-HP- Posted June 3, 2017 Report Posted June 3, 2017 7 hours ago, Lizard said: Screens: Hide contents Bonus: 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. Squad and Lizard 2 Quote
text_fish Posted June 4, 2017 Report Posted June 4, 2017 On 6/3/2017 at 11:55 AM, Lizard 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? Lizard 1 Quote
Lizard Posted June 4, 2017 Author Report Posted June 4, 2017 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 text_fish and SirK 2 Quote
blackdog Posted June 4, 2017 Report Posted June 4, 2017 Awesome! This is looking great already! As it's been said by Baboon seems a perfect fit for the contest because of the theme, should make it easier to get to the deadlines. Looking forward to updates. Good luck! Lizard 1 Quote
PogoP Posted June 4, 2017 Report Posted June 4, 2017 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 Lizard and -HP- 2 Quote
Lizard Posted June 6, 2017 Author Report Posted June 6, 2017 Working workshop version of _001 is here: link I'm aware of few things and they will be fixed before first playtest Vaya and Fnugz 2 Quote
Lizard Posted June 9, 2017 Author Report Posted June 9, 2017 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: T's route to A bombsite: Mid (view from CT side): T's setup area outside of B bombsite: B bombsite: A bombsite: 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 ! Plat, jd40, slavikov4 and 6 others 9 Quote
ZeLzStorm Posted September 6, 2017 Report Posted September 6, 2017 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. Vaya, JimWood and Quotingmc 3 Quote
Lizard Posted November 11, 2017 Author Report Posted November 11, 2017 Hello everyone! Time to post some screenshots Still few crucial pieces are missing but we are looking to run a playtest in next week to get the last piece of feedback. Regards! zombi, Jax0, Vaya and 19 others 19 3 Quote
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