Making of de_sparity - Part 7: Detailing
In this part I analyse each part of the map and the tricks and techniques that I used to make it more interesting to look at. Was I completely successful? I don't think so. But from this project I learned a lot and would like to share the mistakes and tricks that made de_sparity what it is.
0:00 - How to detail your map by STEALING
0:34 - How to justify imitation
1:13 - Favourite / annoying areas
2:03 - THE BUILDING AT A.
2:19 - THE CHURCH AT B / changes in light and colour
3:14 - Tight, boring-looking corridors and skyline detailing
4:21 - Colour palette and importance of focal points
5:05 - Secondary elements to consider with graphics
5:22 - Collaborations with others and how to work together
5:48 - Forcing yourself to do stuff with botching
6:06 - The ice texture
6:18 - Testing with a friend for bugs - amusing / interesting footage
Check it out on the workshop HERE!
http://steamcommunity.com/sharedfiles/filedetails/?id=269598277
de_sparity is currently in the top 12 maps for CS:GO on the Steam Workshop and I believe is the best map that I have made. It took me 3 months to make, though admittedly about 80% of that was in the last week or so :P It was developed for the Gamebanana / Cevo competition but didn't reach the final 10.
Check out my channels:
● 3kliksphilip: https://www.youtube.com/3kliksphilip
● 2kliksphilip: https://www.youtube.com/2kliksphilip
● kliksphilip: https://www.youtube.com/kliksphilip
Other information you might like:
● Website: http://3kliksphilip.com
● Twitter: https://twitter.com/3kliksphilip
● PC Specs: Intel 3770K, 16 GB RAM, Geforce 670 2 GB.
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