nub wrote:Yes, have the sand displacements pile on top of the road (rather than the opposite), but still use the blending so you don't get those hard edges where the sand ends and the road begins. The modulate texture you used looks really good in my opinion.
As for the rock textures. I think you should keep the one you're currently using, but only use in on cliffs and large boulders. But use a different texture when painting the ground. It just looks too repetitive painting the sane rock texture that all the boulders and cliffs use on the ground. Your map needs more noise.
And a few dried up shrubs here and there wouldn't hurt at all. Even some cacti would look good.
Its not the texture blend it looks great for the road. Its just the way the shadow of the displacement shows up. I dont like the way it looks. Still debating on keeping it or just going with no blend.
Ill try some different rock textures.
I might use this texture instead of the rock an sand blend as like a hard sand.

(Just have to re-size it. Texture from CS 1.6)
Added some dry shrubs an trees. Think i'm going to add more been looking at some pics on Google an not all the shrubs look so dead or the trees but the default models in CS:GO aren't that great not a lot to chose from going to look around.
Some concept pictures I've been looking at:




MayheM wrote:Roads are looking a lot better in the new pics. A nice dust particle effect on the edges of the road blowing onto them would be sweet! It would also be sweet to have some birds circling overhead. Maybe even some half buried broken down cars on the side of the road. And I agree with nub, some simple dead shrubs would be nice.
All and all it looks pretty awesome man.
Thanks man. Ya Still getting around to the particles an dust. I have one ported from cs:s but it looks like a flat sprite floating in the air Ill take some pics.
cpl. punishment wrote:Also, what about half buried building framework, or something?
Their are some if you look closely.
Update:

(added the bridge)
