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  • 3 months later...
Posted
On 4/8/2022 at 10:18 PM, sethen said:

Gave me uncharted 1 vibes. Such great attention to detail, both minimal and overall. Kudo's to you!

Thanks for the feedback sethen!

Posted (edited)

Maginot (Wingman) - Released!

After a long journey to finish the development, I'm satisfied with the results and pleased to present: de_Maginot.

Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2841387399&searchtext=

Map Trailer: 

 

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Balkan terrorists have occupied a deactivated bunker from WWII. Storing ammo, bombs and even WMDs, they are scheming an attack against Paris.
After verifying the accuracy of an anonymous report, the GIGN planned an operation to reclaim this no longer desert bunker.

 

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This map was inspired by the controversial Maginot Line located in France and has been in development since July 2020.
Designed for Wingman but has 4v4 support.

 

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Special Thanks:
Sora, Vinhado, Daren2340, Hibiki, Geison66, Loki, Celery, Baulin, Akgb, R2d02, Tomotoloco, Squidski and Fmpone.

 

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Hope you have fun in this historic place!

Edited by Edude
Posted
1 hour ago, celery said:

Awesome attention to detail. Throwback to 2000s/2010s WWII FPS games in the best way possible.

They were the biggest source of inspiration!

Thanks for the support guys!

Posted

Spotlighted!

This level has been really fun to watch evolve. I'm really a sucker for this sort of highly detailed environment.

By way of crit, I think the full-black wires on the wall are looking a little dated. It would be better to unwrap and texture them, although it's probably annoying compared to just full-black color. I typically avoid using full-black anything in terms of environment art, unless it's to fake very distant shadows.

Posted (edited)
On 8/3/2022 at 10:11 AM, FMPONE said:

Spotlighted!

This level has been really fun to watch evolve. I'm really a sucker for this sort of highly detailed environment.

By way of crit, I think the full-black wires on the wall are looking a little dated. It would be better to unwrap and texture them, although it's probably annoying compared to just full-black color. I typically avoid using full-black anything in terms of environment art, unless it's to fake very distant shadows.

Thanks for spotlighting Maginot and for your feedback!

I admire your work and it always inspired me!

 

About the black wires issue...

Only after publishing Maginot I noticed that the monitor I've been using for two years is configurated in a way that the dark coloring levels are at least 20% lighter than it should be. No matter how many times I change this setting, it always returns to this configuration.

In short, from my monitor's POV the map has a good visibility, including the wire's colour - that unfortunately shouldn't look full-black.

I found this a bit too late, but I'll soon update the map to fix it (and also buy a new monitor making this cheap one my second...).

17 hours ago, Byron said:

Looks amazing. I think the walls are a little low in the 'Outside' area, especially when you can pixel walk on some of the edges, creating weird engagements. Otherwise though, awesome map!

Thanks Byron! And thanks for pointing out. Fixing it for the next version! 

Edited by Edude
  • 1 month later...
  • 4 months later...
Posted

Thanks for asking @blackdog.

I simply followed this tutorial below by Mr. Maxim (BananaGaming) and applied the same positions and seconds to older map versions.

Unfortunately, the coordinates changed during development so I couldn't line up a few scenes perfectly, but managed to get really close and editing the shots in Sony Vegas helped too.

 

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