This was a level I've been working on intermittently since August 2020. Through the course of working of the level, I've stayed in the lead of the gameplay and creative decisions to preserve the artistic intent. I've been iterating on ideas for the level and it's finally time to call it a day. I made all the custom materials and props, including a majority of the nature assets. I created the skybox using Terragen 4.
I worked heavily within Blender and Substance apps to make high-quality assets at low perf cost, and heavy use of draw-call optimization throughout the level.
CSGO Workshop link:
celery - Level design, environment art, level art
Peake - Level art, optimization
Sir Thomas - Level art, optimization
Special thanks to John CO., Barioncr, Lefty, Yanzl, Haaselh0ff, and the rest of Mapcore Community.