(WIP) Gizab

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oxygencube

Re: (WIP) Gizab

Post by oxygencube » February 21st, 2015, 8:48 pm

Yep, I use hammer...

More shots..

Continuing to crank away.. Here are some shots of middle routes.. It's become a library.
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oxygencube

Re: (WIP) Gizab

Post by oxygencube » March 1st, 2015, 8:35 pm

Spent some time on the tunnels/sewer and started working on the security det. point (A). Also, committed to the sunset lighting/skybox. Gonna have to tweak the ambient light to make sure the outdoor shadows and still bright enough for gameplay. Trying the workflow of getting areas to about 75% visually, which helps me bring the whole map up at once vs going room by room to 100%. It theory, this makes sense and seems to be working well for me.  This also helps me see what custom props/textures I might want to implement after I get themes for areas worked out. I have a few in mind already like a fountain for the mosque courtyard, center of the map, and maybe some pieces for the tunnels/sewers. The good thing about mapping for Insurgency is that these textures/props haven't been beat to death like TF2 and CS.
 
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DeadlierD
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Re: (WIP) Gizab

Post by DeadlierD » March 1st, 2015, 11:45 pm

Really great work oxy. I'm very impressed. :thup:
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Re: (WIP) Gizab

Post by Crosser » March 2nd, 2015, 11:45 am

I had the privilege of getting to walk around and play this updated version of the map, and it really is coming together well! The under ground tunnel is one of the latest changes and I'm very impressed with it!

Oxy, bro, I'm very excited for ya and love the work that you're doing. Keep going strong my friend!

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Re: (WIP) Gizab

Post by Kratos » March 5th, 2015, 2:07 pm

Anyone else remember the first time we played on his map?! :D


Was way too flat...or parallel...or something...:P

Sorry I missed this latest test, hopefully I can be there at the next one. Keep it up, oxy.
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oxygencube

Re: (WIP) Gizab

Post by oxygencube » March 15th, 2015, 7:19 pm

Showing some of the areas I worked on this week. Hoping that by the end of next week I have the whole map roughed out to about 60%. The Security side spawn is a bit ambitions as it will be the mountain side entrance to the back side of the town. Started roughing out the 3d skybox but still can't quite see how it's gonna come together.
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Re: (WIP) Gizab

Post by DeadlierD » March 17th, 2015, 8:32 am

That is a very pretty map.
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oxygencube

Re: (WIP) Gizab

Post by oxygencube » May 18th, 2015, 1:12 am

Here is the trailer for my map. Just going through and making a coop version and then it's release time. I'll get some high res screens up shortly.

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Re: (WIP) Gizab

Post by DeadlierD » May 18th, 2015, 7:12 am

Very cool! Congrats on being so close to completion! :thup:
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Re: (WIP) Gizab

Post by Michael Fedora » May 18th, 2015, 9:52 am

That looks amazing, really cool. Would love to see a "minimap" of it, looks huge :P
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