ZombieDawgs Posted April 18, 2024 Report Posted April 18, 2024 Crazy nice work already, keeping an eye on this one. Love the use of diagonal structures - really adds a lot of dynamic-ness to the map Lukyvald 1 Quote
RazzleDazzle1 Posted April 18, 2024 Report Posted April 18, 2024 You've really outdone yourself this time. Welllll done Exemplary cs map Lukyvald 1 Quote
silverty Posted April 20, 2024 Report Posted April 20, 2024 On 4/14/2024 at 12:27 AM, Twinnie said: first twine Lukyvald 1 Quote
JohnCrewmate Posted April 20, 2024 Report Posted April 20, 2024 On 4/14/2024 at 1:27 AM, Twinnie said: first twine Lukyvald 1 Quote
Jinqs Posted April 20, 2024 Report Posted April 20, 2024 On 4/14/2024 at 1:27 AM, Twinnie said: first twinnyri Lukyvald 1 Quote
Lukyvald Posted May 6, 2024 Author Report Posted May 6, 2024 (edited) Pushed a small pre-playtest update before the mapcore test on thursday, thanks to TheZartex and his feedback. https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 Bigger changes coming soon! Edited May 10, 2024 by Lukyvald Jinqs 1 Quote
Lukyvald Posted May 8, 2024 Author Report Posted May 8, 2024 (edited) Just rolled out a bigger change for tommorows mapcore test, I completely remade the T hostage area in the hotel. Youll find a new bar that you can play around and defend the hostage from, also a new wine cellar area right behind the bar. Upper got a change aswell with a reworked path leading up to it. I also worked on the clipping some more, especially around the rocks in ct spawn and mid. Here are some screenshots of the changes. Edited May 8, 2024 by Lukyvald VariousBreads, Karthoum, Mr.Yeah! and 5 others 8 Quote
VariousBreads Posted May 11, 2024 Report Posted May 11, 2024 Looks sick, love your use of lighting Lukyvald 1 Quote
MrTrane18 Posted May 11, 2024 Report Posted May 11, 2024 Interesting, how did you make the moving carts? Lukyvald 1 Quote
Lukyvald Posted May 11, 2024 Author Report Posted May 11, 2024 4 hours ago, MrTrane18 said: Interesting, how did you make the moving carts? In blender, both the model and animation MrTrane18 1 Quote
MrTrane18 Posted May 11, 2024 Report Posted May 11, 2024 (edited) I used func_train (* this might be off, but basically the entity to make something go from a to b, seen in am_metrotrane map ) entity in CS:GO and a prop_static of a train for something similar Edited May 11, 2024 by MrTrane18 Lukyvald 1 Quote
Lukyvald Posted May 12, 2024 Author Report Posted May 12, 2024 6 hours ago, MrTrane18 said: I used func_train (* this might be off, but basically the entity to make something go from a to b, seen in am_metrotrane map ) entity in CS:GO and a prop_static of a train for something similar Yeah those were p useful back in csgo MrTrane18 1 Quote
MrTrane18 Posted June 6, 2024 Report Posted June 6, 2024 On 5/12/2024 at 7:55 AM, Lukyvald said: Yeah those were p useful back in csgo I am old school haha. Hopefully I will be able to submit my map. Having problems with radar build. Can not seem to get it right. Also came by to let you know, I will try to keep up with the contest on Instagram. Posting map pictures on it. Post with version 30.04.2024 of Alpine. Sorry if double post. Quote
Lukyvald Posted June 9, 2024 Author Report Posted June 9, 2024 (edited) Mid + B rework & more I made big changes based on the feedback i recieved during the week alpine was on faceit. I scrapped and fully remade mid and the B hostage area, mid itself should feel more approachable to CTs now, even when progressing further into T territory. The B hostage entry is now more defined and the progression into the interior isnt as choked up. Thematically I made the geothermal pools bigger and more integrated into the gameplay. 2 pools are in the playable area and theres a large one outside of it, theyre inspired by the blue lagoon in iceland. The pools that are accessible provide elevation changes in the mid area. Ive also added cylindrical rocks, those are temporary and there just for shaping. A smaller experimental change is that i blocked the windows on upper to stop wallbangs. Plan on looking deeper into upper and the hotel area in the near future, wanted to get the big changes done first. Hope you guys like the new mid :). Edited June 9, 2024 by Lukyvald Karthoum, Lefty and ynel 3 Quote
Lukyvald Posted July 7, 2024 Author Report Posted July 7, 2024 Hotel + upper rework As I said in the previous post the last two areas of the map i wanted to look into were upper and the hotel itself. I wasn't happy with how the upper worked, Ts had nothing to play around and the CTs had a really easy time getting to the hostage from there. Upper is not a one-way drop anymore. I turned it into a flight of stairs to make the gameplay a bit less one dimensional. and gave the Ts more ways to hold the battle area, be it holding the CT approach or the staircase itself. CTs have two ways of getting into upper, they can come in from the outside of the hotel through a broken window, this entry supports mid range guns. The other, long range focused entry leads the CTs through the interior of the hotel. Now for the hotel changes, these changes are more related to the hotel architecture rather than its gameplay. I felt like the old hotel building didn't feel alpine enough in its design. So i used the references i have gathered up throughout the making of Alpine and remade the exterior of the hotel, the exterior changes also meant that the interior had to be changed a little bit. The changes to the interior areas aren't significant gameplay wise though (Apart from upper). I'm hoping that this is the last big rework made to Alpine before moving onto arting the map. Here are a few screenshots of all of the changes https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 Harry Godden and Mr.Yeah! 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.