news

de_boardroom 0.1 released on Steam Workshop

boardroom_iso_v0.1

http://steamcommunity.com/sharedfiles/filedetails/?id=388019891

 

Version 0.1

A multi-tiered corporate boardroom in the penthouse atop a century-old skyscraper. Focus on tight quarters, verticality, and non-traditional CS.

INTERESTING:
*two-bomb DE gameplay at the moment
*multiple custom models

TODO:
*Support more gametypes
*Soundscape/audio pass
*Bombsite B needs work
*Update radar image
*Clipping pass
*Replace more geometry with custom models, such as the white sculpture hanging in the atrium
*Add place names to navmesh
*Fix zfighting in a few lazy places
*Additional detail pass
*Environmental story telling
*Performance testing and optimization
The exterior of the building has been built out almost completely. I can’t promise that will all stay as it is unecessary to see during gameplay. It will be used in some promo shots and new assets for the level, but ultimately removed since it will improve performance for older pc’s.

350px-Steam_workshop

 

de_boardroom level design work in progress – new architecture

After a lot of debating and hem-hawing, I’m switching the architectural skin of the building from a generic modern look to an older and move developed Neo Gothic (with a touch of Art Deco) style. The old floor to ceiling windows on most rooms will be gone, and the general feel of the level will be much more rich.

Originally, I started this level before the now-famous Agency was released. Agency is an amazing work, and though my original goal was to create a modern skyscraper with that sort of detail, I never solidified the exterior design and what exists on the outside (and parts of the inside) are too reminiscent of Agency. This is not to say I’m drastically changing the flow, but the level finally has a real theme, instead of what was essentially a generic modern building that could be backdrop material in GTA.boardroom_neogothic01

 

That said, here’s an early shot which shows the new direction. The work is still rough and I’m working mainly at this point to nullify horrible redo mistakes by completely implementing this change in a copy of the level, then doing it again it in the actual level. Like in programming, everything is easier the second or third time you do it. Since I can only work at most a few hours a week on this project, I have to go in like a surgeon, or I would simply destroy a lot of work that would have to be redone over a course of weeks. Measure twice, cut once.

The styling and structure will be based off of a number of images and actual buildings, namely the Fisher Building in Detroit.

fisher_building

Screenshot Update – de_boardroom map for CS:GO

DAL-OIL

 

New shots uploaded tonight. I’ve been able to peck out an hour here or there on this map over the last month, and I’m at the point where I require feedback. I’ll be uploading soon, very soon, for some initial testing. I won’t be doing any more work on the map itself before uploading, but I do need to create a basic radar image for the hud.

So this was a Valued Rug?

Hi-

This is somewhat of a stickynote. I started valued-rug.net so that I could get back into web development, and eventually do some html5 games. What will most likely happen is that this blog will be a scattershot hobby list of things that I find cool. At least until I decide on a focus.

Most of what the site is for is me messing around under the hood on various subdomains. I’m a game developer, but I also work at a teeny tiny company, so I need a site like this to expand my chops.

I taught myself most of the technical skills that I have- this is fun.

A Valued Rug
All the Dude ever wanted was his rug back.