fewseb Posted August 3, 2017 Report Posted August 3, 2017 (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 T spawn B site More Images Spoiler Middle Middle connecters Cubby Visual Connector Garage A stairs Outside view of "Scenic" the path to a site Spoiler Lattice by b site Waterworks Secret Edited November 20, 2017 by fewseb Quote
RA7 Posted August 3, 2017 Report Posted August 3, 2017 Looks very nice, but some parts are bit unnatural and blocky The transition between the rock formation and water looks unrealistic. Quote
fewseb Posted August 3, 2017 Author Report Posted August 3, 2017 1 hour ago, RA7 said: Looks very nice, but some parts are bit unnatural and blocky The transition between the rock formation and water looks unrealistic. Pretty much all of the rocks on the workshop version are placeholder blocks. Quote
fewseb Posted August 27, 2017 Author Report Posted August 27, 2017 8/27/17 update I created a functioning radar and overview as well as overhauled the visuals. Radar overview Spoiler New Screenshots Spoiler Quote
RA7 Posted August 28, 2017 Report Posted August 28, 2017 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? Quote
fewseb Posted August 31, 2017 Author Report Posted August 31, 2017 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 Hey thanks for the feedback, unfortunately you loaded up the outdated version of this map, when buy zones and most of the clip brushes hadn't been added yet.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. Quote
fewseb Posted August 31, 2017 Author Report Posted August 31, 2017 Thanks for your feedback, ill take it into consideration. Quote
fewseb Posted November 7, 2017 Author Report Posted November 7, 2017 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 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. 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. 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. 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. The sand garden has gotten a much deserved update with proper textures, though the circular texture may be adjusted. The black void behind the windows in the management building has been replaced with more realistic blinds The stone steps by ct spawn have also been adjusted do to shadow errors with the previous texture 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 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. Quote
fewseb Posted November 20, 2017 Author Report Posted November 20, 2017 (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 Spectator Radar As always, feedback is appreciated Edited November 20, 2017 by fewseb Vaya, VIOLATION and CoconutDawg 3 Quote
Harry Poster Posted November 20, 2017 Report Posted November 20, 2017 (edited) Pack the textures UPD: That Beretta on CT spawn can confuse some players Edited November 20, 2017 by Harry Poster Quote
fewseb Posted November 20, 2017 Author Report Posted November 20, 2017 Rookie mistake, missing textures have been packed it should be all good now. Quote
fewseb Posted December 1, 2017 Author Report Posted December 1, 2017 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 One way door comparison Quote
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