• de_lumber
    13 replies, posted
Hello, everyone. It took me quite some time, but I've finally completed my first CS:GO map. "de_lumber takes place in a rainy, rundown lumber mill. The terrorists are seeking collection money from John Parker, owner of the mill. Blowing up his only asset will surely get his attention." My friend and I tried our hardest to balance it. I'm hoping to apply what I've learned to my next CS map. [t]http://i.imgur.com/B3Sg3mQ.jpg[/t] [t]http://i.imgur.com/mQ9CoWE.jpg[/t] [t]http://i.imgur.com/wdaOt6I.jpg[/t] [t]http://i.imgur.com/nc7r8Vg.jpg[/t] [t]http://i.imgur.com/9Ra7e6a.jpg[/t] [t]http://i.imgur.com/KpUUN7l.jpg[/t] [t]http://i.imgur.com/vMqVzw5.jpg[/t] [t]http://i.imgur.com/sTxgpIb.jpg[/t] [t]http://i.imgur.com/aTihCGb.jpg[/t] [t]http://i.imgur.com/jHGfpv8.jpg[/t] [t]http://i.imgur.com/JNK1VNP.jpg[/t] Big thanks to [url=http://facepunch.com/member.php?u=227558=]Dr. Spud[/url] for creating the tree models and textures. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=289481917=]Workshop Download[/url]
Looking amazing ! Going to test it to give you some feedback. For now, the pictures looks just awesome.
Although it looks nice now, I really really liked the evening lighting you had before. If you ditched it because of the shadow angles I can understand. My only real complaints aesthetically is the displacements in the background look like absolute poop (looks like you just subdivided that and left it) I'll need to get in-game to test it further.
[QUOTE=Stiffy360;45460156]Although it looks nice now, I really really liked the evening lighting you had before. If you ditched it because of the shadow angles I can understand. My only real complaints aesthetically is the displacements in the background look like absolute poop (looks like you just subdivided that and left it) [/QUOTE]Yeah, parts of the map were super dark before. I tried other light settings, but they just didn't look as good. So I settled for the current lighting. That's actually what I did with the mountains. :v: Now that I think about it, the mountains do look way too flat and perfect. I'll make sure to edit them when I release an update.
I updated the map with some suggestions from different people. - Increased brightness to help with visibility - Removed some visual clutter - Removed numerous invisible walls that affected gameplay - You can no longer get stuck on the ladder in side yard - Cleaned up the navigational mesh (Thanks to ham5) - Edited 3D skybox mountains
[QUOTE=simzboy;45471504] - Increased brightness to help with visibility - Removed some visual clutter [/QUOTE] You gotta hate mapping for cs games. Competitive players are such crybabies. You add a bit of contrast they say "BUT ITS TOO DARK/BRIGHT I CANT SEE ANYONE". You add some details and they go "TOO MUCH CLUTTER AHH I CANT TELL A BUSH APART FROM AN ENEMY PLAYER TERRIBLE MAP."
[QUOTE=Grenade Man;45474131]You gotta hate mapping for cs games. Competitive players are such crybabies. You add a bit of contrast they say "BUT ITS TOO DARK/BRIGHT I CANT SEE ANYONE". You add some details and they go "TOO MUCH CLUTTER AHH I CANT TELL A BUSH APART FROM AN ENEMY PLAYER TERRIBLE MAP."[/QUOTE]Yeah, those were the same exact responses I received. It's okay to sacrifice detail for gameplay, but I'm not sure where to draw the line.
wow looks amazing! saw it on the workshop, need to take it for a spin!
[QUOTE=simzboy;45475062]Yeah, those were the same exact responses I received. It's okay to sacrifice detail for gameplay, but I'm not sure where to draw the line.[/QUOTE] Ideally, eliminate as many props from the ground and keep ground-level props to a minimum. Make sure ideal camping locations and passageways are well let and generally prop free. Anything the player can't get to is fair game for detailing and making look pretty. Also, feel free to use stuff like white paint in some spots so that even when it's dark players stand out.
Amazing!
This looks awesome. If you're going for competative, you'll probably have to crank up the brightness and ditch the rain. So please don't. :downs:
Thanks for going into so much detail. I never noticed those. I'll fix them right away.
So how would this play with the way wallbanging works in the game? Does it play like 1.6? Nice map by the way.
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