gav 90 Report post Posted December 10, 2017 Good Luck in the Finals JD > Kick some arse Quote Share this post Link to post Share on other sites
jd40 581 Report post Posted December 25, 2017 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. On the visual side I've been detailing the floor and trying out some sun beam models. 14 4 El_Exodus, RA7, Andre Valera and 15 others reacted to this Quote Share this post Link to post Share on other sites
VIOLATION 385 Report post Posted December 26, 2017 Looking fantastic, love all the little details you're working in, keep it up! 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
jd40 581 Report post Posted December 30, 2017 Another update this week! New 3D skybox Spoiler Old skybox: New skybox: 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 I used at most 2 red signs per location. Speaking of multilingual signs, I also made french/arabic skins to replace english stuff. New foliage (desaturated is new) 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. 14 7 El Moroes, grapen, Mark C. and 18 others reacted to this Quote Share this post Link to post Share on other sites
Vaya 3,440 Report post Posted December 30, 2017 Looks amazing. great work. 3 jd40, Quotingmc and Logic reacted to this Quote Share this post Link to post Share on other sites
Quotingmc 756 Report post Posted December 30, 2017 All of it looks great! New skybox is particuarly cool! 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
Roald 1,355 Report post Posted December 31, 2017 I love it! 2 jd40 and gav reacted to this Quote Share this post Link to post Share on other sites
gav 90 Report post Posted December 31, 2017 Next level JD 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,443 Report post Posted December 31, 2017 AWesome work! Best if luck for the final of the contest and looking forward to see this in the next Operation 3 Rad, That50'sGuy and jd40 reacted to this Quote Share this post Link to post Share on other sites
That50'sGuy 512 Report post Posted January 9, 2018 (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 January 10, 2018 by Xingo 1 Rad reacted to this Quote Share this post Link to post Share on other sites
jd40 581 Report post Posted January 9, 2018 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. 2 1 gav, That50'sGuy and Vaya reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 366 Report post Posted January 11, 2018 Absolutely stunning, immediately thought of the Biodome film when I first saw this entry. Glad to see updates roll out with addition of details, keep up the great work! 2 jd40 and Lizard reacted to this Quote Share this post Link to post Share on other sites
Serialmapper 634 Report post Posted February 24, 2018 (edited) On 11/27/2017 at 8:47 PM, Serialmapper said: So, after you win this contest well... i told you Congratulations! Edited February 24, 2018 by Serialmapper 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
RA7 157 Report post Posted February 25, 2018 CONGRATS!!! 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
FMPONE 6,013 Report post Posted February 27, 2018 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. 6 spa, Squad, Rad and 3 others reacted to this Quote Share this post Link to post Share on other sites