Lukyvald Posted July 7, 2024 Author Report Posted July 7, 2024 + additional screenshots Harry Godden, rbx775_, Darivan and 1 other 4 Quote
Lukyvald Posted July 8, 2024 Author Report Posted July 8, 2024 (edited) We updated the lighting on Alpine, here are a few screenshots! Check the update out in game: https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 Edited July 8, 2024 by Lukyvald wslysnps, Darivan, ynel and 5 others 8 Quote
Lukyvald Posted July 11, 2024 Author Report Posted July 11, 2024 The main Level design for Alpine is done, I don't plan on overhauling any areas anymore, I'll still be working on the micro gameplay of the map though. That means it's time to start with arting. So I'm pleased to announce that I'll be working with two talented artists, @zavaro and @g3om. They've both made some amazing assets that I'd like to showcase here. Quote
Lukyvald Posted July 11, 2024 Author Report Posted July 11, 2024 (edited) @g3om Edited July 11, 2024 by Lukyvald Orel 1 Quote
Lukyvald Posted August 4, 2024 Author Report Posted August 4, 2024 (edited) Rolled out some pre-deadline changes to Alpine, we've got stage 1 art slowly making its way into the level. I also simplified the interior in the hotel and changed mid a little bit. Check out the changes here: https://steamcommunity.com/sharedfiles/filedetails/?id=3221491619 ! Edited August 4, 2024 by Lukyvald Mr.Yeah!, Roald, ynel and 1 other 3 1 Quote
TulioBRr Posted September 8, 2024 Report Posted September 8, 2024 hey, i have a little question: WIll the map keep the clean looking textures after the artpass ? bcs they look so good rn Lukyvald 1 Quote
Lukyvald Posted September 10, 2024 Author Report Posted September 10, 2024 @TulioBRr I'm not sure we'll be able to top the cleanliness of fully flat textures We're aiming for the best visibility possible though, so hopefully your expectations will be met. Thank you very much btw!! TulioBRr 1 Quote
Lukyvald Posted September 10, 2024 Author Report Posted September 10, 2024 Mid changes 2 The last mid version felt T favoured and too choked up. With this version of mid I aimed to reduce the amount of spots the Ts could occupy, the water area served as one big hiding spot and had a lot of awkward off angles and the progression didnt allow for an easy way to clear it either, so I blocked it off by making it an interior pool. B Hostage short/main also got a wooden facelift replacing some of the rocks. The players on mid are incentivised to smoke each entry the opposing player could be in instead of one central choke, this will hopefully ensure more mid use from the CTs. I also shortened the rotate from the hotel hostage to mid slightly, this change might help with Ts rotating mid round and help CTs to feel more comfortable with going through mid later in the round after picking up the hostage. Quote
Lukyvald Posted September 10, 2024 Author Report Posted September 10, 2024 I also want to welcome @Twinnie to the team, he already cooked up some amazing assets for the map TulioBRr and NordicDoesMapping 1 1 Quote
Lukyvald Posted September 10, 2024 Author Report Posted September 10, 2024 And last but not least, @zavaro has been busy too! NordicDoesMapping 1 Quote
Lukyvald Posted September 19, 2024 Author Report Posted September 19, 2024 (edited) Mid rotation adjustments My aim with this change is to make players play around the new mid rotation instead of having only the option to push forward when the hostage is being attacked/taken. Hopefully mid will also feel more worth taking now. I would like to see more variety in how the rounds play out overall with this change in place. To introduce this rotation i had to change the T controlled part of mid and the progression from t spawn to the hotel. Here are some screenshots! Edited September 19, 2024 by Lukyvald Orel, Mr.Yeah!, Fnugz and 1 other 4 Quote
cyn inc Posted September 19, 2024 Report Posted September 19, 2024 Your mountain features are nice but their position in relation to the map leaves them feeling too distant and disconnected. Moving the mountains closer would let them dominate more of your skyline and form a nice POI that connections directly to the ski resort via the lift cables. esspho and Lukyvald 2 Quote
Lukyvald Posted October 5, 2024 Author Report Posted October 5, 2024 Rescue zone + terrace changes The latest update brings changes to the rescue zone and terrace area, these changes are mainly QOL and visual. I added an old ski lift as cover on the rescue zone and pushed the trigger back to promote fights before rescuing. CT spawn sports a new look in the form of a cafe building. I also converted the cylinder rocks in the area leading up to the terrace to rock walls for more consistent angles. The terrace area has got a small bar shack now, focused on cleaning up the clutter to make it more visually coherent. Added more options to throw nades into upper from terrace aswell. Here are some screenshots of these changes: AlphaOwl, Jinqs, cyn inc and 2 others 5 Quote
Lukyvald Posted January 4, 2025 Author Report Posted January 4, 2025 (edited) The first Art pass We've been hard at work arting alpine, there's still a lot to do but I'm personally happy with what we've got so far. I remade mid and B visually to create more of a contrast between the areas on the map. Went for curvy shapes to compliment the pools. Also made a new 3D skybox so you can enjoy some nice views :). The main hotel is still under construction. A became a restaurant instead of a lounge and we also made a new lobby. The hotel sports a new look exterior wise aswell. Gameplay wise we didn't change anything while arting. Here are some screenshots of the changes: Edited January 4, 2025 by Lukyvald ynel, vfxNev, esspho and 7 others 10 Quote
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