Harry Poster 222 Report post Posted September 18, 2017 (edited) Just now, Harry Poster said: @VayaTo prevent boxy feeling i'm making some clay on roofs like here (Right and left buildings) Will try to make more such things Edited September 18, 2017 by Harry Poster kek Quote Share this post Link to post Share on other sites
blackdog 4,418 Report post Posted September 18, 2017 (edited) I haven't walked around it, can't comment on scale/layout; just got back from holiday, I'll try to download this week. In terms of art @Vaya pointed correctly at the boxyness… I see you angled the window "roofing" but can't see what you did on left building 🤔 anyway, I think Vaya was suggesting to cut vertical corners (just look at Dust maps). Also streets could benefit from angling some buildings around, having a diagonal street etc (look at the difference that makes the simple angled doorstep in Mirage CT spawn or diagonal stairs to A). Also some (small) height changes of the street level would be good; think of Mirage mid, but of 32-48-64 units instead: that would allow you to use some trims to break up the view without impacting the gameplay as much as a 128 units change (make sure you clip the steps!). This should help, you have some height variation in the skyline but I think is still a bit boring, you should find space for a hero building to capture the attention and break up the sky and act as reference in the map for players, just look what they did with Underpass. Another thing I notice from last batch of screens is that you are in-setting many windows too much or none at all. Keep doing what you were doing earlier in August. Also those window "huts" in CT spawn seem to be hanging out too much (I mean they are disproportionate to their width, no underneath support, the second one down seems to be ending lower than the first – consider using different materials i.e. wood for those, look at Assassin's Creed). Edited September 18, 2017 by blackdog 1 Harry Poster reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted September 18, 2017 @blackdog Thanks i will try this changes. Also workshop layout haven't got the final form since some of the parts of map were done and contest allows just greyboxes. Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted September 19, 2017 (edited) After some work on mid Edited September 19, 2017 by Harry Poster http://steamcommunity.com/sharedfiles/filedetails/?id=413497316 - some really boxy stuff from 2014-2015 xd 1 RA7 reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted September 21, 2017 (edited) Spoiler First part of detailing is over (Fast compile) -B site took from previous version of the map -Added new window for CT's -Overview Quick showcase Edited November 21, 2017 by Harry Poster 5 Vaya, hoistenize, Mr.Yeah! and 2 others reacted to this Quote Share this post Link to post Share on other sites
hoistenize 141 Report post Posted September 22, 2017 Really good stuff It's kinda weird, but I noticed the tower you have is very similar to one I made It's a tower somewhere in Morocco, I forget exactly where Maybe we used similar references, or maybe it's just a generic tower design Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted September 22, 2017 8 hours ago, BreadParticles said: It's a tower somewhere in Morocco, I forget exactly where Maybe we used similar references, or maybe it's just a generic tower design Its kinda standard tower in Morocco but we have some differences in colors and ornaments Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted September 27, 2017 (edited) Spoiler [Balance] [MID] -Making Mid window larger - Added new way from window - CT entrance - New boxes - Barrels for close checking - Restoring the stairs (A) Edited November 21, 2017 by Harry Poster 3 Gauss, Tokit and RA7 reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted October 16, 2017 (edited) Spoiler [Balance] -Ct's mid entrance is now balcony -Added barrels so you can jump to the balcony (Idea is to bring more ability to CT's with mid position) [A] -New pathway - 2 barrels to cover (Like on dd2) -New boxes to hold entrance from mid Edited November 21, 2017 by Harry Poster 1 RA7 reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted October 23, 2017 (edited) Spoiler Finishing 2nd stage of detailing with remaking some older parts and working with hr dust props. [MID] - - Made "barrel jump" more skill needed [A] [T spawn] Also i've changed lighting I'm trying to make map if not looks but feels like a place and working on small details (mainly sounds). Next week will be a hard work and finishing week for me. Release in 2-3 weeks. Edited November 21, 2017 by Harry Poster 7 RA7, Quotingmc, gav and 4 others reacted to this Quote Share this post Link to post Share on other sites
DRZ 9 Report post Posted October 23, 2017 Looking great. You're almost there. Just needs a little grit and some brush detail to round off the boxy edges. Great atmosphere! 1 Harry Poster reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted October 27, 2017 10 Mr.Yeah!, Vaya, Quotingmc and 7 others reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,418 Report post Posted October 28, 2017 Great lighting! Love the latest pic. Hadnt seen the latest updates, looking good as well. I reinforce what’s been said above and beg you to take the time to polish cos it will pay off. Like the vibe. Ditch the green tiling tho, or is a lighting bug? 1 Harry Poster reacted to this Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted October 28, 2017 (edited) @blackdog I think it could be because of Fast compile settings, so bump maps are not very accurate. Edited October 28, 2017 by Harry Poster Am i understood it right? Quote Share this post Link to post Share on other sites
Harry Poster 222 Report post Posted November 1, 2017 (edited) Spoiler The most difficult parts are done. 'Drop zone' T mid [Balance] - New one way drop wall. (To prevent CT's rushes from B.) Will make full compile and private tests in 3 days. If you want to take a part ,add me on steam (but let me know that you are from mapcore) - http://steamcommunity.com/id/833463718157490/ Edited November 21, 2017 by Harry Poster 6 jd40, RA7, blackdog and 3 others reacted to this Quote Share this post Link to post Share on other sites