[CS:GO]Death Valley

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[CS:GO]Death Valley

Postby Fi3nD on Thu Sep 06, 2012 3:23 am

Map by Fi3nD

Remake of fy_rambohulk (CS 1.6) by Pit & RD.

Look forward to a minigame version an maybe a AWP map version.

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Last edited by Fi3nD on Fri Sep 07, 2012 6:06 pm, edited 4 times in total.
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Re: ar_desert

Postby Hollow on Thu Sep 06, 2012 4:25 am

The overall look of the map is pretty nice, unfortunately the simplistic nature of the buildings & structures (pretty basic shapes) and the roads (really abrupt angles. no smooth transitions) doesn't fully sell the location for me.

Also the base sand texture is too simple and dominant, I know you have a sand-to-rock blend, but if you had two separate sand textures that blended (like your normal plain one & a sort of wavy dune type texture) it would add some subtle detail to the terrain.
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Re: ar_desert

Postby cpl. punishment on Thu Sep 06, 2012 5:04 am

Those roads could also use smoother curves. Try using the arch tool to give it a slightly more realistic look.
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Re: ar_desert

Postby Dives on Thu Sep 06, 2012 6:51 am

The atmosphere is ultra clear here. It needs some orangish yellow fog for dust in the air.
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Re: ar_desert

Postby Fi3nD on Thu Sep 06, 2012 3:02 pm

Thanks for you comments.

Ya was going for the original map look on the road an houses. I do agree could spent more time on the road. Might remake it if I feel like it :).

As for the textures i didn't make them myself found them on gamebanana. Couldn't find much of a matching variety.

I used a fog but it just didn't look right. Everything further out just went into a fake looking fog haze an I didn't like it. As for the dust couldn't find any particle tutorials. An the particle_smoke_dust isn't in CS:GO. Valve didn't port it in along with many other things, or I just dont know where to find it. I know they used a particle system in de_aztec in CS:GO but couldn't figure it out. If you know of any tutorials please link them.
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Re: ar_desert

Postby LordDz on Fri Sep 07, 2012 2:37 am

The roads don't fit with the desert.
But damn, those cliffs are sexy.
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Re: ar_desert

Postby nub on Fri Sep 07, 2012 4:22 am

Dives wrote:The atmosphere is ultra clear here. It needs some orangish yellow fog for dust in the air.


It's a desert, so of course the atmosphere is very clear. The only way there would be sand in the air is from wind. But when it's not windy, the air is naturally going to be very clear. I think the map does just fine with the clear atmosphere. Nothing to get in the way of gameplay, not to mention it'll probably perform better overall without a bunch of fancy particle effects everywhere. Granted it would look cooler with dust being blown around.


But anyway, it does need some work. The displacements are pretty good, but there's just not much variation in the texturing, so the map looks repetitive. You need at least one other rock and sand texture in there to mix things up. And as for the buildings, they appear to be mostly simple primitives and could definitely use some more detail. However, all of your screen shots are from high up to show off the environment and there's no good closeups of the buildings, so I can't be sure if some props are just not rendering due to view distances or something.


And as for the roads, they would honestly look best as dirt roads rather than pavement, though paved roads would work here. They look very unnatural as they are. I'm thinking something more like this would look pretty good in your map:

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Re: ar_desert

Postby Dives on Fri Sep 07, 2012 4:47 am

I definitely agree its realistic for the air to be clear, but just a slight amount of fog is very useful in maps to aid depth perception.
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Re: ar_desert

Postby SM Sith Lord on Fri Sep 07, 2012 1:58 pm

Map looks very cool and artistic, feels like I'm on Tatooine. The roads are bad though, no curbs on desert roads. You might consider making the asphalt out of a chain of displacements itself (with the edges sunk into your sand). Then you could make the road a blend texture and throw some dirt kicked onto the road or something.

Besides the roads being pointy and weird looking, the map looks great. Nice work.

Oh and adding a little dust blowing around would add a lot to depth perception, as somebody else mentioned.
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Postby Fi3nD on Fri Sep 07, 2012 5:57 pm

nub wrote:
Dives wrote:The atmosphere is ultra clear here. It needs some orangish yellow fog for dust in the air.


It's a desert, so of course the atmosphere is very clear. The only way there would be sand in the air is from wind. But when it's not windy, the air is naturally going to be very clear. I think the map does just fine with the clear atmosphere. Nothing to get in the way of gameplay, not to mention it'll probably perform better overall without a bunch of fancy particle effects everywhere. Granted it would look cooler with dust being blown around.


But anyway, it does need some work. The displacements are pretty good, but there's just not much variation in the texturing, so the map looks repetitive. You need at least one other rock and sand texture in there to mix things up. And as for the buildings, they appear to be mostly simple primitives and could definitely use some more detail. However, all of your screen shots are from high up to show off the environment and there's no good closeups of the buildings, so I can't be sure if some props are just not rendering due to view distances or something.


And as for the roads, they would honestly look best as dirt roads rather than pavement, though paved roads would work here. They look very unnatural as they are. I'm thinking something more like this would look pretty good in your map:

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Ya Not going with the fog makes everything go into a haze from a certain distance. I want to add dust. I've been looking into the fog_particles in l4d2. Trying to see if I can get it to look like sand or something.

I've Been working on the displacements as well. Made the sand look more like dunes an the rock like part of the cliffs. There are other rock textures in the texture pack ill throw some in see how it looks. As for the road making it displacements.

Changed the map name from Desert was to broad I guess haha.

Thanks for the comments. I'll post some update pictures later today.


Any way I can get this post moved to the Under Construction?
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Re: [CS:GO]Death Valley

Postby nub on Fri Sep 07, 2012 7:14 pm

One other thing I forgot to mention was the skybox. It's not bad or anything, but I think a different sky that's a bit brighter looking would suit the lighting a bit better. But again, the screen shots you provided don't show off a lot of unique angles, so I'm not entirely sure how the whole sky texture looks. You should take some more shots from ground level that are looking more towards the sky, rather than from the air and down towards the ground.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Fri Sep 07, 2012 8:11 pm

Ya went looking for skybox textures an this was the best one I could find. Unless you know where to find some other ones. Got this one from gamebanana here's the link http://gamebanana.com/css/textures/2157.

Some update pics. Still working on the road. Going to make a blend texture.

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Lighting on the props on the house is bad.
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Last edited by Fi3nD on Sat Sep 08, 2012 3:55 am, edited 1 time in total.
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Re: [CS:GO]Death Valley

Postby MaK on Sat Sep 08, 2012 1:54 am

You should look into adding a blendmodulate texture. It would help the alpha blending on your displacements look better.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Sat Sep 08, 2012 3:59 am

I was wondering if there was something to change the way it blended. I tried a reg blend with the road an it look like crap. The sand texture was default 128 an the texture is at 512 or bigger not sure. ill look into it thanks.
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Re: [CS:GO]Death Valley

Postby nub on Sat Sep 08, 2012 9:23 pm

Oh yeah you definitely don't want to use anything below 512x512 pixels when it comes to world textures (aside from trim textures and stuff). Hell, if I'm using custom textures I tend to stick to 1024x1024.
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