Orel Posted June 20, 2024 Author Report Posted June 20, 2024 This time I attempted to fix the biggest issue on B site - availability on retakes. Whole upper part is removed and added an alternate way which has better sight of site. Also, there are some changes on A site and mid to make it feel a bit more comfortable. jd40, MrTrane18, Frone and 2 others 4 1 Quote
Orel Posted June 28, 2024 Author Report Posted June 28, 2024 One more update! This time a minor one. Biggest update is closed view sight from B entrance to A apps, which was ridiculously huge. Also minor angle fixes and added new window to the bar since I really need this window for future visuals, but it might be closed later. Quote
Orel Posted July 20, 2024 Author Report Posted July 20, 2024 Quick rearrangement of some buildings and minor fixes. Slightly pushed T's back to tweak timings. Also made some smartprops which I will showcase separately a bit later once I finish them completely. z0ro4rk, MrTrane18 and jd40 2 1 Quote
Orel Posted July 21, 2024 Author Report Posted July 21, 2024 (edited) Forgot to add my lovely messy radar Edited July 21, 2024 by Orel MrTrane18 1 Quote
z0ro4rk Posted July 22, 2024 Report Posted July 22, 2024 Looking nice so far! What are those buildings with just the facade? Quote
Orel Posted August 3, 2024 Author Report Posted August 3, 2024 Update right before the end of the first stage, mostly updated pathways to B site. New screens: Also slightly updated one building to test some new custom materials. Before and after: Geno, Lukyvald and Dredile 3 Quote
Orel Posted August 23, 2024 Author Report Posted August 23, 2024 Brought back risky jump on A site and some improvements to B entrance areas. Quote
Orel Posted September 13, 2024 Author Report Posted September 13, 2024 (edited) T Spawn. Learning to make custom materials Edited September 13, 2024 by Orel Lefty, Freaky_Banana, Serialmapper and 5 others 8 Quote
poLemin Posted September 13, 2024 Report Posted September 13, 2024 If that's not the "Gerlachschmiede", I don't know what is. Looks awesome! Excited to see more! Orel 1 Quote
cyn inc Posted September 13, 2024 Report Posted September 13, 2024 The color choice for your light environment is too warm to work well for this sort of setting. I think if you tone down the temperature and move it a little out of the red range then you'll start seeing the finer details of your buildings facade work really pop out. Orel 1 Quote
Orel Posted September 18, 2024 Author Report Posted September 18, 2024 (edited) Pushed small updates after some playtests and before going to faceit hubs on friday. In summary, here's what was done for the past month: -Closed furthest arch at A long -Slightly improved risky jump at A site -Changed walls at B for utilities -Slightly boosted lighting on B site -Slightly changed geometry of hay on B site -Rotated light_environment by 180deg -Testing custom materials at T spawn -Updated and tweaked postprocess to decrease noise -Added deathmatch mode -Minor changes here and there New radar (thx to JimWood and Angel for letting test one of the new RadGen version) Bunch of screenshots from current version: Edited September 18, 2024 by Orel AlphaOwl, Lukyvald, synkope and 3 others 6 Quote
Orel Posted October 11, 2024 Author Report Posted October 11, 2024 Fence smartprops + 3way layer blend wood material Broken 1 Quote
Orel Posted October 13, 2024 Author Report Posted October 13, 2024 (edited) A bit of progress Edited October 13, 2024 by Orel cyn inc, Lukyvald and AlphaOwl 3 Quote
Orel Posted December 9, 2024 Author Report Posted December 9, 2024 Lukyvald, Jim F Kennedy and Lefty 2 1 Quote
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