poLemin Posted June 7, 2019 Report Posted June 7, 2019 (edited) Throwing my hat into the ring as well! I'm doing a solo run again and will create a level loosely based on the city of Tbilisi, Georgia. First steps will be gathering reference pictures and drawing a layout idea on paper. More progress will follow Cheers! Edited August 20, 2019 by poLemin 'RZL, neptune, Lizard and 10 others 12 1
Interfearance Posted June 7, 2019 Report Posted June 7, 2019 I wrote about this for my history paper but I never expected it to look this nice
poLemin Posted August 20, 2019 Author Report Posted August 20, 2019 Long time no see! I finally got around to slap somewhat of a layout together, after not having my PC equipment due to moving country. I wanted to keep the layout easy to read and learn, while at the same time, adding a few unique twists to it. Mid control should offer both teams with valuable information and options to attack/defend. I am still fiddling around with some of the timings, but I hope to upload the map to the workshop and have a playtest soon. For now, I leave you with some screenshots from the current state. Squad, mr.P, Lefty and 6 others 9
poLemin Posted September 14, 2019 Author Report Posted September 14, 2019 (edited) Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 - Feedback is highly appreciated! Let me know what you think. I hope to have time to schedule a playtest soon. Might make some few changes according to initial feedback first tho. For now I'll leave you with some more recent screenshots: Edited January 31, 2020 by poLemin Replaced Workshop link mr.P, Radu, esspho and 4 others 7
poLemin Posted October 21, 2019 Author Report Posted October 21, 2019 After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress: Cheers DutchCrazyGamer, Vaya, mr.P and 6 others 9
poLemin Posted November 11, 2019 Author Report Posted November 11, 2019 (edited) More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 Edited January 31, 2020 by poLemin Replaced Workshop link mr.P, Interfearance, Vaya and 4 others 7
poLemin Posted December 2, 2019 Author Report Posted December 2, 2019 Slowly starting to art this baby up - Still figuring out the style that I want to go with and am comfortable with in order to finish the map in time Twinnie, Lefty, Radu and 5 others 8
fewseb Posted December 2, 2019 Report Posted December 2, 2019 The screenshots youve shown have really nice lighting and it looks to be a very interesting theme, I hope this map gets done in time.
NikiOo Posted December 2, 2019 Report Posted December 2, 2019 (edited) I love those arches at the balconies! v Edited December 2, 2019 by NikiOo
poLemin Posted December 28, 2019 Author Report Posted December 28, 2019 CuervoSp, Twinnie, DutchCrazyGamer and 12 others 14 1
poLemin Posted January 13, 2020 Author Report Posted January 13, 2020 Can you feel the crunch?! Radu, Interfearance, DutchCrazyGamer and 13 others 16
Lizard Posted January 16, 2020 Report Posted January 16, 2020 4 hours ago, Tynnyri said: Seems great but if you look at the ceiling it looks weak. Good way to notice these things is by flipping images horizontally. Adding some wear and tear, props and height change will bring it long way towards being more detailed. You dont really need much details on the ceiling. In fast paced games that are competitive all of the attention span goes towards crosshair level and below. Even in singleplayer games players tend to look below the crosshair level rather than above it. Cool technique with flipping the screen but it wont help much with game like counter strike. You won't have anything that is strong on the ceiling like rugs or props are on the ground. In my opinion this whole room lacks something dark at the bottom. A darker trim would help to bring the silhouette of the room, hence guiding the players. zombi and Mr.Yeah! 2
poLemin Posted January 16, 2020 Author Report Posted January 16, 2020 Thanks for the input! That's great Tynnyri, T-Rexer, T1mure and 2 others 2 3
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