Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Reveal what you have made so far and get feedback on development.

Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Deh0lise on Mon Jan 28, 2013 10:52 am

Some upcoming improvements gameplay wise for beta2:

1. First space issue. Some people think there are many narrow paths (like inferno), so I've made few adjustments to make it wider:

Before: http://postimage.org/image/62d21xywd/
After: http://postimage.org/image/ilty1320d/ (notice door, it is huge and I eliminated the wall)

Inside:
Before: http://postimage.org/image/5wznhevvx/
After: http://postimage.org/image/5lrufib59/ (notice small door closed -the narrow corridor- and big door added, wall eliminated)

Trapdoor room:
Before: http://postimage.org/image/szv8dp3ot/
After: http://postimage.org/image/jkojrz0fh/ (no props, diagonal wall, one route closed with fence)

2. The second big issue is the use of the grate as a covering postition, looking the door T come from. The hole in B now has a second layer of metal plates. That enables T/CT to put molotov/smoke there to plant/prevent planting. Also it impedes to use the hole as a cover position from upside level as mentioned:

http://postimage.org/image/vropfiapv/
http://postimage.org/image/w9og93poj/
http://postimage.org/image/nfxjs02pv/

3. A path in B has been eliminated (broken wooden window) as you may have noticed in section 1 screenshots. That incentives the use of skylight room, gives more predictability to CT support from bridge and security to T coming from trap door.

I'm open to changes previous to release, so you are free to give your opinion and I'll take it into account.
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Deh0lise on Mon Jan 28, 2013 11:04 am

Mistake. I double posted. Sorry
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Dr Evil on Fri Mar 29, 2013 12:56 pm

It looks really good I like it
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Deh0lise on Tue Apr 16, 2013 11:42 am

Beta2 released!!:
http://csgo.gamebanana.com/maps/173647
http://steamcommunity.com/sharedfiles/f ... =139343158

I've removed the CT spawn's below entrance. Graphically you may spot few improvements regarding lighting, details on textures and roughness on rocks. For more info about those changes visit http://steamcommunity.com/groups/rustest, also you may give me feedback about it!

Some screens:
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Awaiting feedback!
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby MayheM on Tue Apr 16, 2013 3:35 pm

My only thought, and this is judging from the screenshots above. Exteriors lighting looks solid, but interiors looks a bit flat and stark white. I would add some blue or green tint to it (low saturation) to add some visual contrast. The rest of the map has taken some really nice steps forward in way of detail work, though I am one of those people who find crates to be often overused. It is easy to make a map with crates for cover all over, but to find some way of adding cover that is original is far better and will help you map stand out.

I will give this one a download and have a look since it really does look well put together...
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Deh0lise on Tue Apr 16, 2013 6:00 pm

I haven't tested if colorcorrectionvolume works in CSGO, but anyway I'm not sure about tinting the insides. Adding some green might help though, some plants or a green prop might make it more interesting.

Still haven't done any prop but the green crate as it was really needed for color balance outside. I'll think about doing some props to switch crates for something else as no default one suits my needs.
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Epifire on Tue Apr 16, 2013 6:07 pm

I have always been a fan of using dark blues in areas of maps where they don't receive direct light. Maybe I like it cause it gives a kinda cold clean feel to things, but at least one color to use in combination with your main theme is always a good idea.
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby Deh0lise on Tue Apr 16, 2013 6:16 pm

Epifire wrote:I have always been a fan of using dark blues in areas of maps where they don't receive direct light. Maybe I like it cause it gives a kinda cold clean feel to things, but at least one color to use in combination with your main theme is always a good idea.


There are already some cold lights,but they are subtle as I didn't want to emphasize dark zones, they're just enough so you can see those in the shadows. You can clearly see that in the skylight room, specially the area opposite to the stairs.
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Re: [CSS] WIP "de_*" map //now de_rust@CSGO

Postby ErikKiller on Wed Apr 17, 2013 12:11 pm

What the hell, it was a shitty sub-par map that looked like it wasn't going anywhere, now it looks like god damn Black Mesa Source. How the hell man? Also, very, very nice work!
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