Popular Post Edude Posted July 31, 2020 Popular Post Report Share Posted July 31, 2020 Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization. Spoiler I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions... RA7, zombi, VIOLATION and 8 others 11 Quote Link to comment Share on other sites More sharing options...
Kokopelli Posted July 31, 2020 Report Share Posted July 31, 2020 Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools. Coachi and Edude 2 Quote Link to comment Share on other sites More sharing options...
wazeecha Posted August 2, 2020 Report Share Posted August 2, 2020 Cool theme I like the whole WWII revisited aesthetic. As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done. There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace. Edude 1 Quote Link to comment Share on other sites More sharing options...
Edude Posted August 3, 2020 Author Report Share Posted August 3, 2020 (edited) On 7/31/2020 at 2:35 AM, Kokopelli said: Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools. Thanks for your comment! I'll keep my strategy for now and I'll try to finish the map in time for the contest - but with no pressure. New updates to this topic may come soon according to the map's progress. Edited August 3, 2020 by Edude Quote Link to comment Share on other sites More sharing options...
Edude Posted August 3, 2020 Author Report Share Posted August 3, 2020 (edited) On 8/2/2020 at 12:09 AM, wazeecha said: Cool theme I like the whole WWII revisited aesthetic. As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done. There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace. Yeah me too, I find this theme definitely interesting. Lately I've been noticing that, I may follow your idea and jump around the areas! About the deadline... I'm a little worried because I've been suffering from tendonitis these days, I have to make a break from time to time. Edited August 3, 2020 by Edude Quote Link to comment Share on other sites More sharing options...
Edude Posted August 6, 2020 Author Report Share Posted August 6, 2020 (edited) Screenshots of some areas's progress - there is still a lot to do... It will be hard to optimize and polish when the time comes since I'm using a lot of displacements. Spoiler Edited August 6, 2020 by Edude zombi, Sick_TwinN, Freaky_Banana and 3 others 6 Quote Link to comment Share on other sites More sharing options...
zombi Posted August 6, 2020 Report Share Posted August 6, 2020 Looks nice! Keep up a good work Edude 1 Quote Link to comment Share on other sites More sharing options...
Coachi Posted August 7, 2020 Report Share Posted August 7, 2020 (edited) Really nice job with the time you've spent so far on this, it's really impressive. Just be aware about player orientation, closed environments tend to be really unforgiving for players, so you should try to make every area unique and have something memorable on them, like a hero prop. One example of this issue happening on a closed map is Goliath, a wingman map with a really similiar theme. I've played it before and the layout works well with the gamemode, but the main problem with the map is player orientation, besides the central room (bombsite) it's really hard to know where you're at on all of the closed bunker corridors and rooms. Edited August 7, 2020 by Coachi Edude 1 Quote Link to comment Share on other sites More sharing options...
celery Posted August 7, 2020 Report Share Posted August 7, 2020 I'm with Coachi. The map looks great, layout looks playable. Really embrace your theme because it seems awesome. Edude 1 Quote Link to comment Share on other sites More sharing options...
Edude Posted December 16, 2021 Author Report Share Posted December 16, 2021 Some new screenshots! Due to personal problems, I had to pause the development of this map a few times. I hope to complete it in mid 2022! Squad, Jim F Kennedy, esspho and 3 others 6 Quote Link to comment Share on other sites More sharing options...
Edude Posted January 13, 2022 Author Report Share Posted January 13, 2022 More WIP screenshots! Jim F Kennedy, Mr.Yeah!, Freaky_Banana and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Popular Post Edude Posted February 16, 2022 Author Popular Post Report Share Posted February 16, 2022 Some more screenshots! Mr.Yeah!, RA7, CacouQ and 7 others 8 2 Quote Link to comment Share on other sites More sharing options...
will2k Posted February 18, 2022 Report Share Posted February 18, 2022 Great work so far Giving me strong flashbacks of de_prodigy from CS:Source El Moroes, Edude and blackdog 3 Quote Link to comment Share on other sites More sharing options...
Dabu Posted February 18, 2022 Report Share Posted February 18, 2022 21 minutes ago, will2k said: Great work so far Giving me strong flashbacks of de_prodigy from CS:Source BMS used de_prodigy textures Quote Link to comment Share on other sites More sharing options...
Edude Posted March 9, 2022 Author Report Share Posted March 9, 2022 Thanks for the support! I was inspired by many references, one of them being Prodigy! The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below. Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off. Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it? Lefty, Freaky_Banana, FMPONE and 6 others 8 1 Quote Link to comment Share on other sites More sharing options...
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