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[Level] Chateau DuClare v2

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Adrian:
Ge_ChateauDuClare_v02(for legacy purposes)Version 1 release threadDevelopment ThreadOVERVIEW
  I decided to come back and give some much needed love to my first official map. This revision started last summer, shortly after the release of GE:S v5 broke a handful of community maps. What started as a simple visual upgrade turned into a full overhaul of the map. I'll attach a changelog to the bottom of this post if you're interested.

  The most standout changes you'll see in the following images include a whole new skybox, implementation of HDR, more dynamic layout changes and better visual indicators for special weapons and armor spawns. I also spent some time better optimizing the visibility, so hopefully performance will be less brutal when outside in front of the chateau.













======================================================
Beta Testers Many thanks to the following for testing and offering new ideas!

* E-S
* Mangley
* Soupcan
* Torn
* box
* Bashe
* Graslu
* Gabbo
* kraid
* TZKK
======================================================
CHANGELOG
--- Code: ---
[Visuals]
 + Replaced old textures/models with much improved assets:
- Grass
- Hedges
- Green carpet
- Cubicle panels
- Various light fixtures
- Lamp posts
- Servers
- Mirrors
- Skybox trees
- Wood trim on plaster walls

 + Implemented HDR
 + Overall, the map is much brighter and easier to see in both HDR and LDR
 + Adjusted lightmap resolutions for cleaner shadows from all light fixtures (this was inconsistent before)
 + New skybox texture
 + Top level weapon spawns and armor are clearly indicated with a special decal

[Playability]
 + Optimized skybox setup (went from ~2,000 displacements for the mountain ranges to 144)
 + All physics props now have collisions disabled so the player will no longer bump into them
 + Raised both fireplace mantles so the player can now fit with the new, taller bounding box
 + The dumbwaiter will no longer crush the player; they will instead be teleported above the dumbwaiter should it close on them
 + Bot nodes have been improved
 + All window frames are clipped to encourage regular jumping, rather than crouch jumping
 + Optimized VIS; framerate should be much improved when outside (particularly by the front fountain)

[Layout changes]
 + Basement cubicle area has been re-arranged with a more dynamic layout
 + Control room has a one-way drop from hedge garden above
 + Wine cellar has a more interesting route with wineracks blocking what was once an open, boring area

--- End code ---

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DOWNLOADS!
Mirror 1 (MediaFire)

Mirror 2 (Dropbox)

.res file (for server owners)

namajnaG:
Just had a run through it, I wish I could've made it to the tests.
All I have to say is ; Looks absolutely fantastic! The amount of added detail compared to the first version is phenomenal, and the skybox is day and night compared to what it was. I really love how you've reworked the basement too, seems to work much better. The first version was a pretty damn good map, but this is just the cherry on top of the sundae. Well done buddy!

Torn:
You put a lot of work into this project and it shows, and only continues to get better. Great update all around, looks fantastic :)

markpeterjameslegg:
This is awesome work Adrian as always, thanks :)

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