• CSGO De_Depths Released
    12 replies, posted
[QUOTE]An underwater hotel near Dubai is being reconstructed and the terrorists are back again to guarantee an end to the plans again as their fathers done so many years ago. Be the Terrorists and bring glory to your group or be the Counter-Terrorists who scuba dived to assess the situation.[/QUOTE] Hey guys, I released my map for CSGO a few days ago called Depths. This map was done in about two months of work on weekdays. It started as regular hotel named Neptune's Grotto but I decided to put it under the ocean, my inspiration was my own, I never have played the GOW games and Bioshock. But I am happy with how the map turned out. If anyone has any suggestions or criticism, I'd be glad to take it and adjust the map. Here is the workshop link: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=174733350"]Workshop Link[/URL] And a few images here, but more can be seen above. The server IP is: 108.178.55.73:27015 , based in Chicago. [IMG]http://i.imgur.com/tEIbVWd.jpg[/IMG] [IMG]http://i.imgur.com/clys08f.jpg[/IMG] [IMG]http://i.imgur.com/roBu0UI.jpg[/IMG] [IMG]http://i.imgur.com/gMtp8Yj.jpg[/IMG] [IMG]http://i.imgur.com/s9bPHLB.jpg[/IMG] [IMG]http://i.imgur.com/lzvvSOS.jpg[/IMG] [IMG]http://i.imgur.com/NAsmkvv.jpg[/IMG] [IMG]http://i.imgur.com/Ytiafuk.jpg[/IMG] [IMG]http://i.imgur.com/l8MwElA.jpg[/IMG]
2 questions why the column doesn't touch the ceiling where can i get that refracting water texture, the ones that are used on windows
The columns are for decoration, not actual supports but I suppose I could lower the ceiling. The refracting water texture was made by me, I can upload it for you to download if you want.
[IMG]http://i.imgur.com/EOdWoNG.png[/IMG] Please fix that. Nevertheless, very neat map I love it.
Looks nice. You need to make it more apparent that you are underwater. Right from the beginning it should be obvious. Otherwise someone will think they are in a beautiful mansion or something then suddenly! BOOM! underwater! fish n stuff. Establish the underwater theme right from the go in the spawn points then diverge from that theme once it is established that you are underwater.
[QUOTE=20-14;42086503][IMG]http://i.imgur.com/EOdWoNG.png[/IMG] Please fix that. Nevertheless, very neat map I love it.[/QUOTE] I'll see what I can do about it because I intentionally left it that way, the "borders" on the triangles look good from above. [QUOTE=mdeceiver79;42086635]Looks nice. You need to make it more apparent that you are underwater. Right from the beginning it should be obvious. Otherwise someone will think they are in a beautiful mansion or something then suddenly! BOOM! underwater! fish n stuff. Establish the underwater theme right from the go in the spawn points then diverge from that theme once it is established that you are underwater.[/QUOTE] How do you mean? There are windows by both spawns which show the ocean floor with the water refractions. I also added ocean floor, plants and some fish there.
Liking this, very unique c: Usually I'm telling people to desaturate their lighting but in this case I'm recommending that areas like the windows and the candles have much more saturated, full colours - underwater is one of those themes that supports colourful lighting imo.
I hate when people say that Source sucks, but when you make beautiful maps like this; it proves them VERY wrong.
[QUOTE=TheDishonored;42086691]I'll see what I can do about it because I intentionally left it that way, the "borders" on the triangles look good from above. How do you mean? There are windows by both spawns which show the ocean floor with the water refractions. I also added ocean floor, plants and some fish there.[/QUOTE] Does the map have any color correction in it? It might be worth experimenting with making the whole map feel blue-er with some color correction. Water refractions coming from the window might help, too. Might be difficult to pull off considering from it's a window, though. Here's a texture for you regardless: [url]http://www.gaming-models.de/index.php/product/331[/url] I'd also be able to model some new supports for you so you don't have to lower the ceiling, if you'd like. Just tell me the dimensions of how tall and wide they should be.
[QUOTE=SimplePlanz69;42088867]I hate when people say that Source sucks, but when you make beautiful maps like this; it proves them VERY wrong.[/QUOTE] Thanks. [QUOTE=A big fat ass;42088967]Does the map have any color correction in it? It might be worth experimenting with making the whole map feel blue-er with some color correction. Water refractions coming from the window might help, too. Might be difficult to pull off considering from it's a window, though. Here's a texture for you regardless: [url]http://www.gaming-models.de/index.php/product/331[/url] I'd also be able to model some new supports for you so you don't have to lower the ceiling, if you'd like. Just tell me the dimensions of how tall and wide they should be.[/QUOTE] Yeah, I will try messing with color corrections a little, thanks. I have used caustics before in the map but it was a little difficult to tell where the light would be, and the caustics would only apply to brushes, not models, the reason I took it out is because of that. No need my friend, thank you for the offer about the pillars. I am still on the fence about the window refractions whether or not they look fine. Should I remove them and use only a flat plane covering the top of the map with this or no?
I think it looks perfectly fine with the way they are in the images.
RAAAAAPTURE!!!
Very nice brushwork on the curved trusses!
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