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will2k

ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]

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Oh man, used to spend ages on this map. The design is actually very weird and a lot of wasteful areas, but there's something about it that kept me going back to it. That fucking vent above the hostages was madness.

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13 hours ago, [HP] said:

Oh man, used to spend ages on this map. The design is actually very weird and a lot of wasteful areas, but there's something about it that kept me going back to it. That fucking vent above the hostages was madness.

For me was a great DM map to practice sniping… in 1.6 people played it for the objective but once in CSGO I hardly ever seen it played seriously.

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Happy to see you're doing well over there on the Dark Side will2k.  

This game engine uses chromatic aberrations it looks like, it actually makes a big difference to my eyes. To anyone who doesn't know, I'm referring to the thin red and blue lines that outline shadows. 

In your experience what are the best things about working on this engine?

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21 hours ago, zastels said:

This game engine uses chromatic aberrations it looks like, it actually makes a big difference to my eyes. 

Yes, it does use chromatic aberration and advanced lens flare effects. Some people don't like them, and there are mods to turn this off (not official though).

Quote

In your experience what are the best things about working on this engine?

Chrome Engine 6 is an underrated engine; it is extremely powerful and versatile, and should have been better promoted by Techland among game creators and modders.

My favorite thing would be scripting and quest creation. 

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I skimmed the post and thought you redid Cs_Assault for CS:GO in a 1.6 style, my bad XD

 Really great attention to detail, especially the crosswalk (brick) texture placement or whatever its called.  Really interested to see how you detail that grass area under the pathway structure for the train.  Keep up the great work, really like how your loving the new engine.

Best of Luck,

Sethen

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2 hours ago, sethen said:

I skimmed the post and thought you redid Cs_Assault for CS:GO in a 1.6 style, my bad XD

 Really great attention to detail, especially the crosswalk (brick) texture placement or whatever its called.  Really interested to see how you detail that grass area under the pathway structure for the train.  Keep up the great work, really like how your loving the new engine.

Best of Luck,

Sethen

Hey, thank you; nice to see you pop in on mapcore every now and then. How have you been?

Yeah the engine is very versatile and powerful yet underrated; too bad it wasn't properly promoted by the devs among content creators/mappers.

That grassy area under the train tracks/bridge is practically empty in CSGO, so I'll have to get creative on this one lol

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Doing well overall, just cruising along in life with college and such.  Was working with BrainBread 2 on steam for some time since 2016, but finally taking a break from level design altogether.  I need to check out your Dying Light campaign that you made.  I know you did allot of custom work within the scripts and such.  Again, congrats on that front and hope the Dev's check it out as well.

 

Was thinking about the grass area and what you could do.  Possibly a small parking lot for those who use the subway above, while also being enclosed by a wooden fence or some type of barrier that limits player/AI vision.  The area will have two entrances with the first entrance being located by the ramp leading down to the tunnel area.  This entrance is a typical parking lot entrance with a small guard post for protection :D  Second, would be the fence/structure that surrounds it, having a small break in the foundation that allows for a second exit closets to the warehouse tunnel area. 

 

It seems more like a 1 to 1 comparison project.  But never the less, just a thought.  Maybe add some nice ivy trickling down from the wall, graffiti infested, and some small bushes in strategic places.

 

 

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16 hours ago, sethen said:

Doing well overall, just cruising along in life with college and such.  Was working with BrainBread 2 on steam for some time since 2016, but finally taking a break from level design altogether.  I need to check out your Dying Light campaign that you made.  I know you did allot of custom work within the scripts and such.  Again, congrats on that front and hope the Dev's check it out as well.

 

Was thinking about the grass area and what you could do.  Possibly a small parking lot for those who use the subway above, while also being enclosed by a wooden fence or some type of barrier that limits player/AI vision.  The area will have two entrances with the first entrance being located by the ramp leading down to the tunnel area.  This entrance is a typical parking lot entrance with a small guard post for protection :D  Second, would be the fence/structure that surrounds it, having a small break in the foundation that allows for a second exit closets to the warehouse tunnel area. 

 

It seems more like a 1 to 1 comparison project.  But never the less, just a thought.  Maybe add some nice ivy trickling down from the wall, graffiti infested, and some small bushes in strategic places.

 

 

Good to hear you're doing well :)

If you have Dying Light, then give this campaign a spin; hope you'll enjoy it.

About the underbridge grass area; I already added grass, some bushes, graffiti and some old scrapped cars, but nothing is final right now. If I decide to change the theme, then your suggestion of a small parking lot is quite interesting and will come in handy. Thank you :)

Good luck with college and your future projects

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