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Posted (edited)

RELEASED WORKSHOP LINK

http://steamcommunity.com/sharedfiles/filedetails/?id=1206134479

An early version of my entry for the Mapcore 2017 mapping contest. Currently there is no working kv file or radar overview. Most of the visuals are place holder or work in progress geometry.

de_Vermeil takes place in a park built to commemorate medieval watch towers and the battles the took place there over the centuries.

Workshop Link

http://steamcommunity.com/sharedfiles/filedetails/?id=1099540174

 

Some images (more images will be uploaded below)

Spoiler

ct spawn

ct.thumb.jpg.2274bd56ca5aabb42433a7ce1a9ff85a.jpg

T spawn

t.thumb.jpg.37b5c86142ed7be862d73b7b6191a855.jpg

B site

b.thumb.jpg.5abfc7683e71092c69e64a4fd472f642.jpgarches.thumb.jpg.35a31929d7ca70a151e1984fc4d662a1.jpg

 

 

 

 

More Images

Spoiler

Middle

598391f5d4582_ctmid.thumb.jpg.d4ae23dd198a380dee71f084818b285d.jpgbathrooms.thumb.jpg.1b6227a4f07d03c683341457b0cd647a.jpg598391fc5424f_tmid.thumb.jpg.eb556db46cb82b96f98592414d15b042.jpg

Middle connecters

mid-a.thumb.jpg.8fbb2e2fe9f121f1ff4c78d08402ff99.jpg59839215507e6_bconnecter.thumb.jpg.c15738cf2c26eb62576ebbbf6ebfc3e9.jpg

Cubby

cubby.thumb.jpg.59301d2aaace3f0425d0b064e8a8a9ed.jpg

Visual Connector

5983922eadd29_visualconnecter.thumb.jpg.99fe9926708ce97db99e0c3e6dd30a7c.jpg

Garage

garage.thumb.jpg.59b54baccbe71435184672d2ba21c8ce.jpg

A stairs

59839236e766c_astairs.thumb.jpg.b9f0f99e3bae860bc74c231a336ab7d2.jpg

 

Outside view of "Scenic" the path to a site

senic.thumb.jpg.05f56db95d8bc0b7d5ed51c0bafae0ec.jpg

 

Spoiler

Lattice by b site

latice.thumb.jpg.1b78a162afe36b59d5de26c5dc8af2d2.jpg

Waterworks

waterworks.thumb.jpg.afd1401cbc2ba577364eb44a20957904.jpgsqueak.thumb.jpg.caf7cdd240f9e87f82348812b8a2fd2e.jpg

Secret

secret.thumb.jpg.ef6cfdf256c58df324d5136df7059e4e.jpg

 

Edited by fewseb
Posted
1 hour ago, RA7 said:

Looks very nice, but some parts are bit unnatural and blocky
 

mid-a.jpg

The transition between the rock formation and water looks unrealistic.

Pretty much all of the rocks on the workshop version are placeholder blocks.

  • 4 weeks later...
Posted

tyKPdq0.jpg

The transitions between the gravel and the wall / blocks is too clean. There is always some dirt or plant / gras growing. Maybe add some plamts or gras in front of it?

Posted
6 hours ago, S1lv3r 4 lyf said:

I loaded up your map and I have a few criticisms; a lot of these things you are probably working on already, some of them you may not be aware of, and a few of them are just my opinion.

Hey thanks for the feedback, unfortunately you loaded up the outdated version of this map, when buy zones and most of the clip brushes hadn't been added yet. I haven't updated the workshop yet as I was waiting for a more final version. Currently im working on a custom nav mesh for bots, one which does not include any unplayable areas.

 

Here is a link to the new version on the workshop, the new nav mesh isnt included and the radar may or may not work.

http://steamcommunity.com/sharedfiles/filedetails/?id=1124944338

 

6 hours ago, S1lv3r 4 lyf said:

Door won't close.

That door is can only be opened once, the whole idea with it is that cts can have a safe path coming from mid that cant be attacked by terrorist on b, this mostly because the main path to b site is open without much cover. It also helps counter the terrorists advantage of being able to hide in both latices and arches. It also rewards T's for taking the entire mid, since they can now access that same path.

  • 2 months later...
Posted

November update

Over the past month ive made minor adjustments to various parts of the map, along with some visual changes, Ive highlighted the most significant for this update

Water

Ive added an animated waterfall texture where needed

20171107013206_1.jpg.d88f90dd96a36bb1d3eecbcbadbbf1d1.jpg

Ive also adjusted the water feature in cave, because of reflection errors and an inability to produce a satisfying look, the flowing water segment has been removed. This clears up visibility for attacking Ts and makes a more consistent environment.

20171107012754_1.jpg.ea212d40cc0aa2420e5c4862d415c2c8.jpg

Ive also added a minor wood scaffolding to the rock stairs area, this was added to clearly point out that players can stand and hide there as before people would not notice the area. The justification for this along with the disabled water feature comes in the form of vandalism on the rock face, this also more consistently conveys the theme of a vandalized park that is present in other sections.

20171107012736_1.jpg.a2ffa00f9b427e778263dfc26de78b04.jpg

Detailing

Ive added flag stones to the entrance of waterworks as well the one way door in order to more clearly tell players what path ways are available.

20171107013057_1.jpg.dfd36f3dedf763e3d43798699421914a.jpg

20171107013105_1.jpg.2daffdeafa6a249800737d2fdaf4a0e7.jpg

Textures

A custom stone pathway texture has been added to middle and b-site, it has gone through several iterations and this may not be the last, ive also added a new custom gravel texture, but this may also be changed in the future.

20171107013015_1.jpg.63e904cbd985d83e9e1d743ac176c454.jpg

The sand garden has gotten a much deserved update with proper textures, though the circular texture may be adjusted.

20171107012837_1.jpg.92116cc006cfb2d1ee50e89efb2c2870.jpg

The black void behind the windows in the management building has been replaced with more realistic blinds

20171107012804_1.jpg.21f64b7d9b63244163b34d626f82709f.jpg

The stone steps by ct spawn have also been adjusted do to shadow errors with the previous texture

20171107012922_1.jpg.013e260cd892e3f2f43daffb4c47052a.jpg

Radar

Ive produced this temporary grayed out radar, but I hope to make a more fitting and original radar design for the final release version

de_vermeil_roche_radar.jpg.0589c7365d0bbe7c5503cb947fd010a1.jpg

Thats it, not a whole lot has changed but I believe the next update will be the final release version, complete with a finished radar and official workshop version.

Posted (edited)

Vermeil has finally been released, while I suspect there are still some bugs to iron out, I think the time has come for the community explore the map

Workshop Link

http://steamcommunity.com/sharedfiles/filedetails/?id=1206134479

Workshop Description

A defusal map set in a historic French park, rooted in a traditional layout with unique gameplay twists added.

Made for the Mapcore 2017 mapping contest

Story:
The Phoenix Connexion intent on destroying the ancestral home of the Williams, one of the Coalition Taskforce’s biggest financial backers, has become aware that the Coalition knows they are coming. In an attempt to divide the response, force the Phoenix have hired American Mercenaries to attack Vermeil Roche Parc, a historic tourist attraction upstream from the William's Castle Pavé. For weeks, an inside man has prepared the park for attack by committing acts of vandalism, causing the park to be closed for maintenance. Now that the GIGN are on scene, can the Professionals get the job done before the Phoenix begins their assault on Castle Pavé?

Notes:
Bombsite A features little cover on site, but features a 3-lane retake path for CTs and multiple routes for terrorists
Bombsite B cover is numerous but has wide open areas in-between them and the bombsite, the Terrorists must either take the choke point or sneak around the CTs by going through middle.
 
Map Screenshots

https://imgur.com/a/HmKVN

Action Screenshots

https://imgur.com/a/qUWrS

Radar

vroverviewfix.jpg.68ba7b50e3be61eaeee51dfe7ee27201.jpg

Spectator Radar

vrradarspecfix.jpg.3a99c554493d00f33c5fb35104361678.jpg

 

As always, feedback is appreciated

 

 

Edited by fewseb
  • 2 weeks later...
Posted

Last minute adjustment rush update

-Optimization Overall

-Added some more extra details

-Added grenade markers to one way door and cave

-Signs adjusted

-Swat van in ct spawn adjusted to be more authentic

 

Swat van comparison

ctold.jpg.3dfe997efa581decf218cf3b3569de3e.jpgctnew1.jpg.f32a280dd8305004c7847ccf8d1ae49f.jpg

 

One way door comparison

doorold.jpg.05bd800cf10045467fb8c0d000ad8036.jpgdoorold.jpg.05bd800cf10045467fb8c0d000ad8036.jpgdoornew.jpg.1c75a063609facfa2879cf44959a4384.jpgdoornew.jpg.1c75a063609facfa2879cf44959a4384.jpg

 

ctnew2.jpg

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