El_Exodus Posted January 31, 2020 Report Posted January 31, 2020 (edited) Welcome to Jingshen! Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly. Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly. Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design) Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676 Overview: More Screenshots here:https://imgur.com/a/nOCp3ls Edited January 31, 2020 by El_Exodus Kokopelli, will2k, Freaky_Banana and 22 others 19 6
JorisCeoen Posted January 31, 2020 Report Posted January 31, 2020 I knew it nice work guys, I really like the theme! El_Exodus 1
SirSnail Posted January 31, 2020 Report Posted January 31, 2020 It looks really nice! Love to see more Asian themed maps, I'll check it out and update with my thoughts here! El_Exodus 1
OrnateBaboon Posted January 31, 2020 Report Posted January 31, 2020 Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues. This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them. This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange. Shadow issue. Tree on the right pops in and out of view. El_Exodus, Lefty and Squad 3
Wintrius Posted January 31, 2020 Report Posted January 31, 2020 This entry's atmosphere is extremely well done, I am definitely a fan. My only suggestion would be to add some more small details; as it's a bit clean. I also feel like the floor areas (such as the stones) could pop out a lot more with color and detail. Otherwise, the custom work that is there is incredible. Anyway, I'm sure more polish is to come after the competition. Good luck! El_Exodus and Lefty 2
Freaky_Banana Posted January 31, 2020 Report Posted January 31, 2020 I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there: opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this. When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes? The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot. Freyja, xsanE-, El_Exodus and 1 other 4
El_Exodus Posted February 2, 2020 Author Report Posted February 2, 2020 (edited) On 1/31/2020 at 8:41 PM, OrnateBaboon said: Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues. Spoiler This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them. Spoiler This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange. Spoiler Shadow issue. Spoiler Tree on the right pops in and out of view. Thanks for the feedback! There are actually two dinghys in the water next to T spawn already The wall textures are on the list to get an overhaul soon The tree and other issues with popping in-n-out objects is fixed, thanks On 2/1/2020 at 12:57 AM, Freaky_Banana said: I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there: Spoiler opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this. Spoiler When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes? Spoiler The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot. Also thanks for the feedback! We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then The cratestack in mid is now clipped I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players. Keep the feedback coming! We won't stop improving the map until it's the best it can be Edited February 2, 2020 by El_Exodus Lefty and xsanE- 2
Brakuren Posted February 21, 2020 Report Posted February 21, 2020 Link of Warowl playing this map https://www.twitch.tv/videos/552029754?t=00h03m11s
El_Exodus Posted February 21, 2020 Author Report Posted February 21, 2020 4 hours ago, Ringel said: Beautiful map! Feedback: You got no shoutoutnames because your nav mesh has no placenames. ^^ [snip] Great work guys! The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line! The other stuff is fixed, thanks Lefty 1
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