blackdog Posted August 18, 2018 Report Posted August 18, 2018 Silly observation... how that van got into mid if the access is all stairs? Will it make sense as it could come from CT side? csWaldo, Vaya, Fnugz and 2 others 5 Quote
csWaldo Posted August 18, 2018 Report Posted August 18, 2018 1 hour ago, blackdog said: Silly observation... how that van got into mid if the access is all stairs? Will it make sense as it could come from CT side? Well, time to scrap this map. blackdog, esspho, Vaya and 1 other 2 2 Quote
blackdog Posted August 18, 2018 Report Posted August 18, 2018 Please don't It jumped to my eye simply because I was watching @FMPONE's stream on YT, I know you just putting placeholders and stuff, don't mean to nitpick on stuff like this at this stage of development csWaldo 1 Quote
csWaldo Posted August 19, 2018 Report Posted August 19, 2018 (edited) Released a new version just now. Here's a slider that shows our progress: https://imgsli.com/MTk1Mw Edited August 19, 2018 by csWaldo confused, blackdog, T-Rexer and 10 others 12 1 Quote
csWaldo Posted September 2, 2018 Report Posted September 2, 2018 B site needed some love after the last playtest, so here's another progress gif: NikiOo, Vaya, T-Rexer and 6 others 9 Quote
Radu Posted September 2, 2018 Report Posted September 2, 2018 Really like the height differences you guys have going on. Keep it up! Vaya and csWaldo 2 Quote
poLemin Posted September 2, 2018 Report Posted September 2, 2018 I like the idea of the window and seperating the bridge approach from the actual site. I get some very nice de_contra vibes there! Love it. Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif. Great progress guys! Hope you'll release the next version soon. Eager to check it and take part in another playtes! Vaya 1 Quote
blackdog Posted September 2, 2018 Report Posted September 2, 2018 I need to play this again. Digging the changes, although I liked the back of the site being open. Vaya 1 Quote
csWaldo Posted September 2, 2018 Report Posted September 2, 2018 1 hour ago, poLemin said: Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif. Will be clipped before the next playtest for sure. And yeah, that peek could be very powerful. I'm already debating wether to block it off, but I'll guess we'll see how it does in the next test first. 6 minutes ago, blackdog said: I need to play this again. Digging the changes, although I liked the back of the site being open. Thanks I liked it too but the amount of entrances and playable space around the site made it very uncomfortable to take, plant and defend for Ts. Something had to go and the second door from CT got the short end. Some things just aren't meant to work out Thanks for the feedback guys, appreciate it! T-Rexer and Vaya 2 Quote
Interfearance Posted September 22, 2018 Report Posted September 22, 2018 I want more content I'm exited to see where this map goes lol no pressure! Also can you share how you texture the arches when you do? My map will have allot and I can't find how they did it on inferno CT spawn Quote
csWaldo Posted September 24, 2018 Report Posted September 24, 2018 On 9/23/2018 at 1:20 AM, Interfearance said: I want more content I'm exited to see where this map goes lol no pressure! Also can you share how you texture the arches when you do? My map will have allot and I can't find how they did it on inferno CT spawn Inferno uses models for arches. Afaik the texture for them are like 3 very generic brick colors and 1 grout color. The UVs for the bricks and the grout is then just stacked over these colors. Looks alright as long as you don't look too close at it. In general, to get nice arches, models are your best bet. You can use the ones from inferno, canals and cobble, or make your own Interfearance 1 Quote
csWaldo Posted September 29, 2018 Report Posted September 29, 2018 Making some progress. Next playtest soon. Hope we can lock down the layout soon so we can focus on art. Props to @Vaya for this scene Interfearance, Vaya, Fnugz and 5 others 8 Quote
blackdog Posted September 30, 2018 Report Posted September 30, 2018 Like this! (Wouldn’t rotate that texture on the metal structure) Is the test tonight? Quote
csWaldo Posted September 30, 2018 Report Posted September 30, 2018 11 hours ago, blackdog said: Like this! (Wouldn’t rotate that texture on the metal structure) Is the test tonight? Lol yeah, we need a custom texture for that. We want to test next week, probably on thursday, unless something gets in our way. blackdog 1 Quote
Vaya Posted October 1, 2018 Author Report Posted October 1, 2018 22 hours ago, blackdog said: Like this! (Wouldn’t rotate that texture on the metal structure) Is the test tonight? lol pretty much all texture work/detailing on the map just now is temp. I do passes on my maps to get a rough idea out and then incrementally make it better and better. probably a shit workflow but it's how I've always done it. Quote
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