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Jeez, it's been a while since I last made any update... But development on the map is not dead!!! I've been slaving away on this map for a Long time, and now it's time to finally show what I've d

hopefully nobody has made a map inspired by the A E S T H E T I C of the 80s retro culture. ... and hopefully its "Exotic" enough to meet the competition's requirements. so the theme wi

Alright fellas, it's been too long. W a a a y too long without a new update. The map looks completely unrecognizable (for the better). The lighting has been fixed, now emitting a cool cyan/p

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Yellows and blues, low saturation is key.

Have a look at this:

Basically, use natural light colors for the sun/moon and the lights that are providing actual light for your map. To get that 80s neon look, use spots of color like neon signs, bright trims around things or colorful props.

Edited by Squinky
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I think a good idea for getting the vibe your going for is to play around with the colors of objects and brushes. Pick a base color like light grey or so, and have splashes of blue on things like the walls and some objects. And throw in some purple here and there to contrast.

Don't take my advice too close though, 'cause at the end of the day, it's your project and I probably don't have the same idea of what you want XD

Edited by That50'sGuy
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  • 4 weeks later...

Jeez, it's been a while since I last made any update... But development on the map is not dead!!!

I've been slaving away on this map for a Long time, and now it's time to finally show what I've done.

I took the screenshots in hammer itself, but it'll still look pretty.

So 2 Major things were changed!

A ) I reworked the chokepoint at Bombsite A since I wasn't too happy with it because I lazily put it together and it all looked messy (it was the last part of the layout that was made)

B ) I've done some detailing on a few parts and focused on it to really nail the theme that I wanted, and I believe it worked out nicely!

 

Here's the re-worked chokepoint for Bombsite A:

Spoiler

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7609b75f0e1de14d2e8bd01ae56898c4.jpg.6df1b4703626013d8e62124b28528cfc.jpg

5282e156f510d4e502cc89ddab1eb163.jpg.fdcc5843237a26a0865c36f2c5a79ee8.jpg

3d1b44e0cf84e1720828787111cef7d0.jpg.1b9112924161fd0a91eba1005706a6ef.jpg

2e8aed39936637b2293d1c36f23905a8.jpg.39f58484caea2447550d0607d13b905d.jpg

So it flows waaaay easier than the previous version, there's still the one-way drop in the last image, but everything is overall much better than before!

If it's hard to imagine what the changes are layout-wise, here's the radar (bottom left portion)

Spoiler

7304dd3a72fbe8a7c17267159a04456d.jpg.6f6ee0d3f1c10691d385c3ba949780a2.jpg

 

 

After the chokepoint was re-done, I worked on detailing a few spots on the map, and I'll let the images speak for themselves!

 

T Spawn:

Spoiler

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5280a34109ad56fb7e34dc801b205743.jpg.b035214290e353157dbc743bda204990.jpg

CT Mid:

Spoiler

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Overall, I'm starting to get way better at detailing without sacrificing gameplay! Recently I realized that playing on this map was a little dull, so I've been working at trying to make it fun, and the update at Bombsite A is the result of it!

P.S. the new assets are from FMPONE's de_santorini (they work really well with this map =-])

 

Edited by sir goober
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