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[CS:GO] Shore


Radix

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One of the projects I worked on after I made de_austria.

Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

I took some inspiration from this place in Norway:

Hamnøy - Lofoten Foto & Bild | europe, scandinavia, norway Bilder auf  fotocommunity

Layout:

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Some pictures:

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Edited by Radix
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Thanks, guys!

Yeah, I will try to port it to S2 when the tools are there. I'm sure it won't look worse then. :)

There is still some work to do anyways. The indoor areas are not much more than walls and doors atm, but I thought it would be a good idea to publish the map already. My former testing group doesn't exist anymore so I didn't test it for a long time...

Also the indoor areas suffer a lot from some prop lighting issues I could not fix yet. I hope it will look better with S2 lighting, so I decided to leave it like it is for the moment.

Edited by Radix
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You could easily fool a bunch of people (on social media) this is Source 2, this looks fantastic judging from the pictures.
I was also very impressed with Austria, it's one of those maps (like Insertion, Mocha and new Tuscan) that visually and narratively hit a sweet spot for me.

I'll be sure to run around in this. Hope you'll manage to port it to Source 2!

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9 hours ago, Radix said:

Thanks, guys!

Yeah, I will try to port it to S2 when the tools are there. I'm sure it won't look worse then. :)

There is still some work to do anyways. The indoor areas are not much more than walls and doors atm, but I thought it would be a good idea to publish the map already. My former testing group doesn't exist anymore so I didn't test it for a long time...

Also the indoor areas suffer a lot from some prop lighting issues I could not fix yet. I hope it will look better with S2 lighting, so I decided to leave it like it is for the moment.

Before anything, the map looks absolutely stunning. It’s unreal how realistic you’ve gotten the map to look, with more than just realism there also being an artistic sway over the whole map…!

As soon as I have time to run into the map I will give it a try, but about those indoor lighting issues on props, I have those too on Zen. I don’t know exactly why, but most of my wooden beams fail to cast light brightness from nearby light entities at all. I’ve tried everything to fix it (changing settings back and forth etc), but no light gets cast. It’s really purely random as well because on some spots it works perfectly (good examples are at the large indoor area in the castle with the lanterns), and the next one at the other beam next to it is as if it’s not there at all.

I suspect I would have to break the props down more, so there are more sub-parts of the prop_static, but it would essentially increase the drawcalls for no reason… could perhaps be a solution for your issues?

Congratulations on the amazing release! No doubt this map will make it into the game 😉

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1 hour ago, JorisCeoen said:

As soon as I have time to run into the map I will give it a try, but about those indoor lighting issues on props, I have those too on Zen. I don’t know exactly why, but most of my wooden beams fail to cast light brightness from nearby light entities at all. I’ve tried everything to fix it (changing settings back and forth etc), but no light gets cast. It’s really purely random as well because on some spots it works perfectly (good examples are at the large indoor area in the castle with the lanterns), and the next one at the other beam next to it is as if it’s not there at all.

That's exactly the problem I was talking about. Also the wooden beams in my map. I think these props don't receive the correct amount of indirect/bounced lighting. So some of them are okay, others are way too dark. But as you said, it feels pretty random.

Your Zen map is pretty awesome btw.! 👍

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6 hours ago, Radix said:

That's exactly the problem I was talking about. Also the wooden beams in my map. I think these props don't receive the correct amount of indirect/bounced lighting. 

Feels silly to mention this considering CS2 is right around the corner, have you tried playing around with using info_lighting on those beams? Anyway, great job on the visuals.

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I don't know what you're talking about :) Austria was already a really good map. Have one of my personal 1vX highlights on that, and was working great in DM too.

There are people that didn't get their map officially in CSGO that have a job in the industry, so I hope you can give it another try @Radix. I don't know what you have already done, but there are other editors that don't require as much building time as Source. Big studios don't even require you to have all the knowledge you have in the env art side either, and there's plenty of indie titles that don't have people with your skills behind.

But, if this has to be the swan song, then what a tune this looks like! 👏

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This is beautiful @Radix really impressive looking for a Source level, tremendous quality! The lighting and colors from the screenshots are top notch.

If you're seriously interested in pursuing game dev, I'll say you're more than capable and it's only a matter of time and persistence. Breaking in is the hardest part but it would be sad to see such talent go to waste 😊. Maybe consider joining some Source mod project you somewhat like to build some team experience?

Great job on the map, hope to see it included in the game soon!

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On 4/6/2023 at 9:36 PM, melc311 said:

Feels silly to mention this considering CS2 is right around the corner, have you tried playing around with using info_lighting on those beams? Anyway, great job on the visuals.

I'm pretty sure I already tried this, but didn't help. Afaik info_lighting doesn't work anymore (since de_nuke remake?).

I will just wait for S2 magic to fix these issues I guess. :)

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