[CS:GO] de_import

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[CS:GO] de_import

Postby MrTwoVideoCards on Tue Apr 15, 2014 2:40 am

Hey guys! Just finished up a map with holiestcow, de_import.

WORKSHOP LINK


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Even though it's released I'm still taking feedback and will continue to make adjustments accordingly.
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Re: [CS:GO] de_import

Postby nub on Tue Apr 15, 2014 5:02 am

It looks kind of crate-rapey if you get my meaning. I guess that's inevitable considering the map's setting. Looks pretty damn slick though.
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Re: [CS:GO] de_import

Postby [Steve] on Tue Apr 15, 2014 5:21 pm

Just gave this a playthrough and thought it was really awesome, totally digging the layout.
As with your last map I like the use of colour, however I would say adding some colour variation would be preferable, too much yellow atm, but that's just my opinion.

I also noticed some weird thing in the skybox, which was distracting once I noticed it
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Another thing to possibly consider would be adding some kind of model detail to some of the containers, seeing as they appear so frequently. maybe these bars , and/or some of those covers that are on other boxes.
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Feel free to hit me up on steam if you want a hand with anything.
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Re: [CS:GO] de_import

Postby marnamai on Tue Apr 15, 2014 5:54 pm

why was the map build at 45°? all buildings and routes are square (90° corners), wouldn't it have been easier to build it on grid and just do that tiny section at 45°?
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Re: [CS:GO] de_import

Postby [Steve] on Tue Apr 15, 2014 6:57 pm

marnamai wrote:why was the map build at 45°? all buildings and routes are square (90° corners), wouldn't it have been easier to build it on grid and just do that tiny section at 45°?

Perhaps it is built on grid but the overview image is rotated?
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Re: [CS:GO] de_import

Postby HoliestCows on Tue Apr 15, 2014 7:22 pm

[Steve] wrote:
marnamai wrote:why was the map build at 45°? all buildings and routes are square (90° corners), wouldn't it have been easier to build it on grid and just do that tiny section at 45°?

Perhaps it is built on grid but the overview image is rotated?


Nope, the map really was built at a 45 degree angle. It was MrTwo's idea, best reasoning we have is, that it felt like a 45 degree map.
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Re: [CS:GO] de_import

Postby marnamai on Tue Apr 15, 2014 8:06 pm

well, if you stand at a 45° angle, nobody would even notice it ...

Just seems like a whole lot of effort for nothing. Why try the easy way when you can do it the hard way? :p
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Re: [CS:GO] de_import

Postby HoliestCows on Tue Apr 15, 2014 8:09 pm

marnamai wrote:well, if you stand at a 45° angle, nobody would even notice it ...

Just seems like a whole lot of effort for nothing. Why try the easy way when you can do it the hard way? :p

There is a reason I just forgot, MrTwo will explain when he gets on later.
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Re: [CS:GO] de_import

Postby no00dylan on Tue Apr 15, 2014 8:43 pm

Yo, I'm down with this.
Also, I've been building my levels at a 5 degree angle this entire time and no one has noticed.
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Re: [CS:GO] de_import

Postby MrTwoVideoCards on Wed Apr 16, 2014 3:51 am

It just felt like a 45 degree angle kind of day.

Also @ Steve I certainly will make some models for that.
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Re: [CS:GO] de_import

Postby MaK on Wed Apr 16, 2014 7:37 am

Guys, learn from these folks. If you aren't building you maps at 45 degrees you just aren't doing it the right way.
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Re: [CS:GO] de_import

Postby ErikKiller on Wed Apr 16, 2014 11:11 am

no00dylan wrote:Yo, I'm down with this.
Also, I've been building my levels at a 5 degree angle this entire time and no one has noticed.

lol
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Re: [CS:GO] de_import

Postby MayheM on Wed Apr 16, 2014 12:12 pm

MaK wrote:Guys, learn from these folks. If you aren't building you maps at 45 degrees you just aren't doing it the right way.


For a silly comment, that actually made me LOL!!!


I really need to start mapping again.If for no other reason than to release the map I have been working on since FOREVER!!!
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Re: [CS:GO] de_import

Postby marnamai on Wed Apr 16, 2014 2:10 pm

I've played the map for a bit and I really liked it, both layout wise and theme (which was really well executed)!

I do have a few questions about the custom assets;

1) the puddles, were they overlays (do those support specular?) or models?
2) the skybox mountain model, what was the general workflow to create it?
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Re: [CS:GO] de_import

Postby MrTwoVideoCards on Wed Apr 16, 2014 5:17 pm

marnamai wrote:I've played the map for a bit and I really liked it, both layout wise and theme (which was really well executed)!

I do have a few questions about the custom assets;

1) the puddles, were they overlays (do those support specular?) or models?
2) the skybox mountain model, what was the general workflow to create it?


Hey, glad you liked it marnamai!

also:

1. The puddles are painted in via the new shader valve released called 4wayblend. What I did for the puddles was use a texture with a fully black alpha, i.e fully reflective. I painted a bit of wear and variation in it, but for the most part it's fairly subtle. In the vmt I also apply the normalmap at a pretty low strength. I forgot the specific command but I remember the value being something like 0.1 or 0.2.

2. I used world machine to create a base heightmap, then imported that heightmap into 3ds max. I utilized that heightmap on a highly dense quad mesh to create a high poly. I then created the low poly from that, and baked the highpoly mountain details onto the low with xnormal. When I say base heightmap it was just fairly subtle color variations and no specific detail like water decay or trails. I created a separate heightmap for that (again in world machine) that I passed into Ndo to layer over the base highpoly normal map. My workflow there is a bit funky, but it was fast and got the job done. I wasn't super worried about making sure the mountain was super detailed or high res because I was more concerned about the upload limit budget of 200mb. In the end import is around 191mb uncompressed.
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