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4 hours ago, Interfearance said:

Garage looks great. Raid from BO2 might be the ultimate reference depending on the estate you are going for.

I would LOVE to see a CS:GO map built with a theme similar to Raid, I think it'll turn out pretty cool.

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The reference image - and what i have made from it. Tweaked a long time to make the pool look as natural as possible. It has reflections (map, sun and 3d skybox) but you can also see through the water (caustics on the tiles:-). Most water shaders dont allow you to see the ground in the distance, thats ok for an ocean or a聽river. But a pool has to be crystal clear and that was tricky.聽

compare.jpg

Edited by Vanx

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Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?

Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.

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On 9/5/2019 at 10:58 PM, Wintrius said:

I'd love to see this map's layout!

Sidenote: did you model that car?

Nope, this car is far above my modeling abilities. And here is the layout. What you cant see are the routes inside the building (red/green dots) and the basement, which also has full routes to reach A (and also B), marked with Pink dots. Vertical levels in this map are: basement, buildung/ground and roof.

spectate.jpg

Edited by Vanx

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23 hours ago, Interfearance said:

Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?

Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.

I is allready a skydome made with聽 blender. The dome covers the skybox and not the playable area and consits of two parts. The upper part has a material with聽"$translucent" "1" on it, so the sun sprite is still visible. The lower part has a material with聽"$alphatest" "1. This avoids z-fighting with the reflecting water-square of the skybox which is a fake water (refract shader). U may ask, what the heck, a skydome should cover the playable area. True. But with my solution I can let a plane fly in the skybox that disapears in the clouds. Thats cool. Your 2nd remark: I have carefully planed the layout on paper, over and over again. At one greybox-point I have started to texture it. Was it a good idea? It pushes my creativity to a higher level聽 and now the layout is done. Risk: High. Cause if playtesting now shows weaknesses聽a lot of more work has to be done.

Edited by Vanx

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