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Really great looking map! I just recorded a video on it with all my thoughts in an amateurish review-type deal I'll update on that too, would love to play a game on this! If i were to rate it I'd give like an 8.8 to 9.2 do to areas looking too similar when transitioning between them and not having played a game on it. Def a 9.5 though! I'm not a great reviewer lol.

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4 hours ago, DutchCrazyGamer said:

this is not supposed to happen right? (This is not a jump screenshot)

20200131195709_1.jpg

Did you place the bot using bot_place there? It happens like this when you do this.

2 hours ago, Wintrius said:

Honest criticism with this map: the areas feel rather homogeneous. The textures that are present look great, but changing the theme slightly in some areas for more distinction could go a long way. Either way, good luck. I hope your hard work was worth it.聽馃憤

Surely something to work on if we get to top 10. Thanks for the feedback and kind words.

4 hours ago, SirSnail said:

Really great looking map! I just recorded a video on it with all my thoughts in an amateurish review-type deal I'll update on that too, would love to play a game on this! If i were to rate it I'd give like an 8.8 to 9.2 do to areas looking too similar when transitioning between them and not having played a game on it. Def a 9.5 though! I'm not a great reviewer lol.

Thanks man!

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8 hours ago, Lizard said:

Did you place the bot using bot_place there? It happens like this when you do this.

It was not a bot. It was my player model in third person. I got really close to the structure and when i jumped i got stuck (it was somewhere in the middle of the plank if i remember correctly.

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I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?

Edited by JackT

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23 hours ago, zombi said:

It's really cool! Give me more

There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made.

On 2/4/2020 at 2:27 AM, JackT said:

I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?


The general idea of the sketches are to understand how theme can effect聽the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos.

I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas.

The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax >聽new blockout > import to zbrush > import to 3dsmax for聽retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded聽textures.com photo scans.

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I love the way it looks! Mainly because I'm such a sucker for abandoned places, heh.

The way the temple themed water park so easily blends with the decay is fabulous! I even love the little details like how the tarp at CT spawn is more faded on the side that faces the outdoors.

Not to mention that I love how eerie the map is too! Not only does the decay look scary, but the theme has a brilliant element of Fridge Horror too (Which means, something that's scary when you think about it after). Since when you really think about it, the place is probably super toxic (Chemicals + mold). Plus, the speaker at T-Spawn still working is pretty creepy to me. And the idea of being there is quite terrifying. I guess I should be glad that the water pumps aren't running. That'd be a nightmare-inducing sound for sure!

(Side note: Something that's sorta Silly-Scary is the thought of who on earth is paying for the electrical bills? I doubt that the single generator at T-Spawn could power the whole place... And furthermore, who or what has been replacing the burnt out torches and lightbulbs... I know not ALL of the lightbulbs would be burned out, but there's a suspicious amount that are still on, and it scares me 馃槀 You did a great job with making the atmosphere!)

Only thing I'd like to mention is that this puddle seems to be magical, because it's floating. Heh.

Spoiler

20200205191937_1.jpg.2d5d7c694ccb7012156441b3d3d30926.jpg

But either way, it's an awesome map! I love the scariness of it and I can't wait to play it more soon! Great job!

(P.S. I really want a can of that Pop Dog soda from that machine at CT-Spawn. Even if it was expired and tasted like the rotten water that's still in the park)

Spoiler

20200205193515_1.jpg.6aeee1ae3eea8cb595d0a91c950fac52.jpg

Edited by That50'sGuy

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I love how you can shoot the top of the temple and how when the bomb is planted on B the lights flash! Some of the clipping on rocks is a bit weird and can nag at me sometimes, and I think that the tunnel labelled "no trespassing" has a window that is a bit too op for T. It seems on this map T mid control is a bit op, with Ts always having a height advantage if they take mid. While on the other hand holding mid as CT is a bit tough because you can easily be smoked off or flashed.

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On 2/6/2020 at 1:00 AM, That50'sGuy said:

(Side note: Something that's sorta Silly-Scary is the thought of who on earth is paying for the electrical bills? I doubt that the single generator at T-Spawn could power the whole place... And furthermore, who or what has been replacing the burnt out torches and lightbulbs... I know not ALL of the lightbulbs would be burned out, but there's a suspicious amount that are still on, and it scares me 馃槀 You did a great job with making the atmosphere!)

Hi! Super glad you like the map :)聽People need to realise that abandoned can mean it was close to being finish but investors run out of money and couldn't finish the whole project hence working lighting and not much of a human activity visible there. Torches are artificial and have a small gas pipe inside providing the fuel :D聽Thanks for your feedback once again!

On 2/8/2020 at 7:08 PM, Vaya said:

love this map, probably my favourite ...left...in the contest. Layout has a great flow and art is top quality while not getting in the way of gameplay.聽

Thanks man!聽馃グ

On 2/11/2020 at 10:37 PM, Brakuren said:

I love how you can shoot the top of the temple and how when the bomb is planted on B the lights flash! Some of the clipping on rocks is a bit weird and can nag at me sometimes, and I think that the tunnel labelled "no trespassing" has a window that is a bit too op for T. It seems on this map T mid control is a bit op, with Ts always having a height advantage if they take mid. While on the other hand holding mid as CT is a bit tough because you can easily be smoked off or flashed.

The reason why it's so hard for CT to play mid is that they have super quick rotation time to both bombsite. It might be too hard for them just now as you pointed out. Will look into this in next gameplay update! Thanks.

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