WiP in WiP, post your screenshots!

Fredrik

L6: Sharp Member
Aug 15, 2009
376
219
is mi wrk inn progrs pls map!
hl2%202013-11-10%2015-25-06-00.jpg

hl2%202013-11-10%2015-25-36-38.jpg

hl2%202013-11-10%2015-26-19-88.jpg
 
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re1wind

aa
Aug 12, 2009
644
588
The word "swamp" blitzed through my head when i saw the first image, and i do not know why. *shrug* the fog and lighting is a great start, although you may want to increase the strength of some of the exterior lights for readability issues. Not being able to tell what team a person is on due to insufficient lighting is never a good thing :)


Also, the balcony in this image looks accessible to demomen and soldiers, but its hard to tell.
 

Fredrik

L6: Sharp Member
Aug 15, 2009
376
219
The word "swamp" blitzed through my head when i saw the first image, and i do not know why. *shrug* the fog and lighting is a great start, although you may want to increase the strength of some of the exterior lights for readability issues. Not being able to tell what team a person is on due to insufficient lighting is never a good thing :)


Also, the balcony in this image looks accessible to demomen and soldiers, but its hard to tell.

I didn't even notice that my lights were so weak.
So, I should decrease the light levels on the non-playable areas and increase them over playable areas, right? :)
 
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re1wind

aa
Aug 12, 2009
644
588
Basically, yes, and not just around the setup gates, but in most outdoor areas. detail areas shouldn't really be part of the map at this point.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
The mid tower looks a little strange, as does the sci-fi-y stairs up to the lighthouse, but otherwise that's looking great.

Tone the light in the arch in image 3 down. It attracts a lot of attention.

Consider making the skylight a slightly stronger colour- the maritime stuff can be prone to getting washed out by light like the kinda bland yellow you have now.

The corner bre_stone props need external light origins or they look much darker than they are.

Consider a few different roof textures. Some of the metal ones, particularly the blue-green one and the rust-red, can look quite nice.

But otherwise yes lovely.

EDIT: Oh, and, window top-middle-left of last picture looks like its z-fighting or something.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
TAqZW0c.png


Please don't leave this as is, it looks like the wood is just standing on top of the stone :c
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855


Did another pass on the leaves. They're still a bit pixely and hard to see the branches underneath, but I think it's better. I'm not sure what else to do to them.

Also have cards to fill out the background now.
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178


Did another pass on the leaves. They're still a bit pixely and hard to see the branches underneath, but I think it's better. I'm not sure what else to do to them.

Also have cards to fill out the background now.

they're beautreeful
 
Sep 7, 2012
638
501
What wood you do to try to block off playable space? (I'm assuming these are for a real csgo map, not just a detailing proof) I'm finding it difficult to imagine how you could realistically border a gameplay area with forest nicely, and still keep up a player's realistic expectations of clipping into such trees.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
CS map barriers of only trees wood be barking mad. I'm making them for someone else's CS:GO map set in a lumberyard, so that map will be foresty but have man-made barriers for much of it. Setting a CS map entirely in a scene like the one pictured above probably would not be appropriate, unless it were a gorge with lots and lots of rocks and vertical cliffs.
 
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T

The Asylum

Or it could have laser beams running along the perimeter with hidden launch platforms that chuck players into them.

It's a good thing for the CS mapping community that I was never any good at CS