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Posted

Update:

I made a second set of dome models. They have about 10% of the old models polys. I've been able to replace about half of them with the new cheap version without any noticeable difference. The other half will switch based on "Shader Detail" setting.

I hope people will find the performance more acceptable now.

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On the visual side I've been detailing the floor and trying out some sun beam models.

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Posted

Another update this week!

  • New 3D skybox
Spoiler

Old skybox:

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New skybox:

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  • Signposting
Spoiler

The idea was to draw the player's eyes to the important signs like someone suggested on the playtest last month.

I made a new set of models, they're white/tintable and french. I hope google translate didn't let me down :v

I used at most 2 red signs per location.

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Speaking of multilingual signs, I also made french/arabic skins to replace english stuff.

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  • New foliage (desaturated is new)

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I replaced the old textures with a new hr one. Still needs some tweaking, maybe bring some color back. I'd also like to make the jungle seem thicker in some places. 

Posted (edited)

I love how it plays and I hope it maybe gets in a permanent place in CS (Or at least in an operation)! Only thing I suggest is adding color to the cars in the parking lot. No real parking lot has only white cars, and the Newke cars were designed to be colorized. Just go to there properties and find the color area and color them to your hearts desire :)

Edited by Xingo
Posted
9 hours ago, Xingo said:

I love how it plays and I hope it maybe gets in a permanent place in CS (Or at least in an operation)! Only thing i suggest is adding color to the cars in the parking lot. No real parking lot has only white cars, and the Newke cars were designed to be colorized. Just go to there properties and find the color area and color them to your hearts desire :)

Thanks for the tip. I was looking at some reference pictures and Africa does have a disproportionately high number of white/bright cars. But you're right, an odd dark/colored car wouldn't hurt.

  • 1 month later...
Posted

I'll have more elaborated thoughts on this map in a video that may or may come out soon, but I did want to share some more detailed thoughts on it.

Starting with art, I feel that some of the indoor detailing in this map is a weak-point for it. In such an otherwise fantastic looking map, I notice that many of the indoor assets such as the displacement walls could use some blendmodulate textures that are more appropriate, some textures that feel a bit higher-resolution and satisfying to look at, and some of the props used to seam the ground and the walls feel a bit dated and low resolution. It's a nit-pick, but in a map this good you are left with nit-picking. While we're nit-picking, I feel that moving clouds in the sky might be a nice touch if your FPS can handle it, remember you can disable certain props on lower settings, so for the super-high end users this would be a nice treat.

Further thoughts: there are many areas in this map where railings are covered, such as in T-Spawn. IMO, that's a bad idea because it really limits the ability of CTs to push into spawn for information. I would remove the covers from the rails so that players have unfettered visibility on those angles.

Overall, absolutely thrilled with this one from a gameplay and art standpoint.

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