KrAk Posted March 18, 2014 Report Posted March 18, 2014 Making a new CSGO Map based on a Cold war era Russian bunker. Very nice theme. It is a good beginning. Which will be the objectives? Quote
spence Posted March 18, 2014 Report Posted March 18, 2014 (edited) Does anyone know why my normal map-gradients gets squashed in compression by vtfedit? I import the file with ABGR8888. You can see the jagged gradient in the first pic top left. I dont know if it makes a difference (infact I just tested and couldn't notice a difference upon importing/comparing both) but I always used BGR888/BGRA8888 for uncompressed textures in Source. Also check your texture flags; there are a few for filtering and one for specifying the vtf as a normal map. EDIT: I did another test this evening on a normal-mapped model for CSGO and didn't have any issues with the normal map flag ticked, with either ABGR or BGRA (versus obvious compression with DXT5). Edited March 19, 2014 by spence Quote
UnknownPredator Posted March 18, 2014 Report Posted March 18, 2014 (edited) Hey KrAk,Thanks! It's going to be a bomb defusal map, the picture is from A Long.Also the bunker is inhabited by British forces. Edited March 18, 2014 by UnknownPredator Quote
KrAk Posted March 19, 2014 Report Posted March 19, 2014 (edited) Hi, This is an adaptation of medal of honor solo campaign for Day of Defeat Source. First beta very soon! Maybe test it with someone of you! Edited March 19, 2014 by KrAk will2k, Vilham, knj and 13 others 16 Quote
Hipshot Posted March 23, 2014 Report Posted March 23, 2014 (edited) Hi, This is an adaptation of medal of honor solo campaign for Day of Defeat Source. First beta very soon! Maybe test it with someone of you! Sub-pen wins this thread. Edited March 23, 2014 by Hipshot Quote
Pac0master Posted March 25, 2014 Report Posted March 25, 2014 The screenshots seen bellow are concept or level design ideas from an early stage development. Many of which may change over time or never be released in the final product. mkandersson, ⌐■_■, RaVaGe and 9 others 12 Quote
Setin Posted March 25, 2014 Report Posted March 25, 2014 Working on a series of Portal 2 levels involving time travel. These are images of the first level. cashed, 2d-chris, will2k and 1 other 4 Quote
TheOnlyDoubleF Posted March 25, 2014 Report Posted March 25, 2014 You disgut me, I do not succeed to make good lighting on hammer for L4D2 Quote
kinggambit Posted March 26, 2014 Report Posted March 26, 2014 (edited) Eesh I've been slacking. Thought I'd post some pics for my map de_fracture to make me more accountable. Map is designed to encourage newer players to learn mechanics like long jump, bhop, surfing, and boosting! Not so much catered for competitive play but I made the decision to prioritize fun. EDIT: Feel free to post some suggestions/advice since I haven't really tested the map for balance yet. MID: A site: B site (from above): B site (from below): Edited March 26, 2014 by kinggambit AlexM 1 Quote
FMPONE Posted March 26, 2014 Report Posted March 26, 2014 Looks pretty crazy to me XD Should playtest it to make sure you're on the right track, IMO Quote
Vinneri Posted March 27, 2014 Report Posted March 27, 2014 I'm so thrilled to show you sneakpeak of my project OrnateBaboon 1 Quote
OrnateBaboon Posted March 27, 2014 Report Posted March 27, 2014 Looks like an interesting theme, though I would suggest doing a full lighting compile to get the best from the images. It will improve the look dramatically. Quote
sethen Posted March 27, 2014 Report Posted March 27, 2014 Some interesting ideas for the theme. I really like the displacement work/detail used in the second image with the broken in concrete. The first image could use some more variety of the props, plus the tile floor seems a little out of place for the concrete road. Just me I guess, but a nice sneak peak there sir. Looking forward to even more progress on the map. Quote
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