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Posted

The screenshot looks dope, but just judging from the radar, it might be a bit too complex and large?

3 chokes lead to 4 entrances onto site. I imagine that would be super hard to hold with 2 CTs. I wouldn't wanna say what to cut without playtesting the map, but I feel like something needs to go here.

Great world building though. Would love to play that.

Posted

Looks dope, I would like to play this.
Not sure if overview a bit misleading, seems could be a bit large? And what Waldo said. Depends what you going for. I feel the long would be underused, with CTs posted top corridor and left corner inside to look the other entrance and that T don't come from long.
Can still work, Inferno/wingman pretty much works like that...

Posted

There has been a little testmatch recently wich led to some very good feedback on how to simplify some of the areas. Many thanks to RZL, csWaldo and Vaya! The outside route will mostly stay untouched for now. 

2 hours ago, blackdog said:

PS: you gonna post this through the Reddit Wingman mapping contest?

Meamt to open a topic posting a link to it when I saw the tweet

https://www.reddit.com/r/csmapmakers/comments/94dg2a/csmapmakers_2018_wingman_level_design_contest/

I read about that contest some days ago. I didn't plan on it in the first place but if I'll have something presentable by december 13th I'll submit it.

  • 2 months later...
Posted (edited)

A small update:

4ujp6Q9.gif

 

I've tried to implement the latest feedback and cut the small room behind the bombsite. I also removed one entrance to the bombsite and enlarged the plant area a little bit.

aUWA26e.jpg

To make the outside part more interesting i added some cover along the ramp.

VE05uVg.jpg

I also added some placeholder props here and there.

PEo9oL1.jpg

Here are some slides which show the main changes:

hallway 1

hallway 2

ramp

park

 

Workshop version a6:

https://steamcommunity.com/sharedfiles/filedetails/?id=1550287396

 

I'm always thankfull for any feedback.

Cheers!

 

 

 

 

Edited by esspho
  • 1 month later...
Posted

update time ?

Progress is going slow but steady. The map is still far from completion but I feel everything is in place now.

EoDUZ0L.jpg

I think I made most of the the props that I need and I also started to create custom materials. I'll focus on texturing and lighting next. Please note that nothing is final in that regard.

Layoutwise there has been one alteration in the ramp area. I opened a sidepath leading through a vent into the bombsite. This way the outside area gets a little more important.

HfPqdQq.jpg

ceuOqho.jpg

d8oiLGA.jpg

F2JjJvs.jpg

RxKjvj6.jpg

WbRpmeD.jpg

 

Here are some side by side comparison shoots since the last version (any possibility for embedding those directly?):

https://imgsli.com/MjQ0OQ

https://imgsli.com/MjQ1MA

https://imgsli.com/MjQ1MQ

https://imgsli.com/MjQ1Mg

https://imgsli.com/MjQ1NA

https://imgsli.com/MjQ1NQ

https://imgsli.com/MjQ1Ng

 

You can check out the map here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1473030310

 

 

 

  • 11 months later...
Posted

This map is progressing very fast, and I'm definitely a fan. If I had to give you advice on something, it'd be not to cloud up the map's color theory. Try to keep the colors a bit consistent with probably three colors at most. Also, that one long entrance is rather... extended. Still, this map is looking really cool. I can't wait to see more progress.

  • 2 months later...
Posted

Love the style of the indoor area by far.  Great detailing man, tone, and really shows your style.

 

The only area that seems a little bland is the parking lot area (Image).  Possibly the addition of pipes above or some type of vent system, could help sell the detail even more.  Of course the addition of a small yellow speed bump and decals to show how used the area is down there.

Best Regards,

Nick Nugent

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