WIP in WIP, post your level screenshots!
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Quote from Squad
Oh, that was you?
Nice they fixed it so quick!me ...and several hundred others

So what caused it? Was it the amount of workshopitems or the amount of storage on the workshop or ... ?
not sure 100% but the common thing between all users affected was that we had more than 100 workshop submission and somehow the steam cloud for CSGO was failing to synch; at least that's what I figured in all the frenzied panick among users yesterday

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How about when a map was updated sometime during that transition when they were going to workshop_publish... now the map doesn't show up in the list... Need that fixed!! TopHATT said once about using the old exe, I'm not even sure if this works, but what needs to happen to get all maps to show up, so it can be updated ?
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Quote from hamilton5
How about when a map was updated sometime during that transition when they were going to workshop_publish... now the map doesn't show up in the list... Need that fixed!! TopHATT said once about using the old exe, I'm not even sure if this works, but what needs to happen to get all maps to show up, so it can be updated ?
hey Hamilton,
You mean your previously published map entry does not show up in your workshop item list when you open the workshop publisher?
If that's the case, then I think you will need to contact support or maybe post in the workshop official group in the hope of getting a reply from the Valve folks
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Here's a layout i've done that i'm going to work on over the next few months
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Quote from Drakeee
Here's a layout i've done that i'm going to work on over the next few months
[image]
This is an issue:
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You should try and stagger some of the path ways to block line of sight, it's all very large and open. It also remind me a lot of dust2
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Hey guys, new mapper here. Just separated from the military and decided to go back to school for game design, and while I am at it, learn how this mapping stuff works when I'm bored. I put my map on the workshop but it isn't in a phase I feel can warrant a new topic, so I will just post some pics. The lighting is basic and I am still trying out various colors/ideas. Otherwise, feel free to rip me a new one on my unorthodox design!
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Quote from Rogerztheurbanlegend
Hey guys, new mapper here. Just separated from the military and decided to go back to school for game design, and while I am at it, learn how this mapping stuff works when I'm bored. I put my map on the workshop but it isn't in a phase I feel can warrant a new topic, so I will just post some pics. The lighting is basic and I am still trying out various colors/ideas. Otherwise, feel free to rip me a new one on my unorthodox design!
What's going on with the pillars here. Shading is not having it.
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Quote from Feral_
What's going on with the pillars here. Shading is not having it.
I didn't give the faces a smoothing group, just learned about that in my long quest to watch/read as many tutorials I can when time permits
Unfortunately one of my issues right now is my small gaming clan rarely plays, so I am having trouble getting feedback for the main concern at this phase, the balance. Here is the link to the workshop, although I am having issues with the radar. The image barely shows the layout since there are stacked areas, so I am having troubles centering it in the red lines in game. http://steamcommunity.com/sharedfiles/fi…s/?id=323136468 -
Areas I roughed out this week...
[Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_01.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_02.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_03.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_04.jpg]
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Looks pretty, insurgency?
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I can't unsee this little fella in the last screenshot:
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Seriously though, looks like it's shaping up nicely.
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@Oxygen, looks nice. What's player visibility like?
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Quote from unremarkable player
@Oxygen, looks nice. What's player visibility like?
I haven't play tested it with the new sunset/lighting yet. One thing I, and most players, like about Insurgency are the realistic and immersive environments. I think it is difficult to try and make player visibility super clear while keeping the setting rich and detailed. I will keep playing with the ambient lighting and secondary light sources. I think I would lean more towards a rich and moody setting vs super clean, easy player visibility, if I had to choose at this point. The comp community is starting to grow and they could use more maps so I would like to make it comp friendly while maintaining the Insurgency feel. I guess this is newer territory for the game and this aspect of Insurgency is still taking shape. Open to feedback for sure though.
Quote from blackdogLooks pretty, insurgency?
Yep.

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Some progress on my aim map. Going to start texturing the temple soon.
Anyone know how you can fix lighting bug on my temple door model? It appears black although it is light grey at the moment. I have few other of these kind of lighting problems so if someone knows what is causing them and how to fix them, please help me.
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That looks amazing. Some guy here is making a full MM map in a similar style - you should do a co-lab
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Try to use info_lighting. This may solve your lighting problems:
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Quote from El_Exodus
Try to use info_lighting. This may solve your lighting problems:
What Exodus said.
Looks good so far! Keep up the good work

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Quote from KOLARI
Some progress on my aim map. Going to start texturing the temple soon.
Anyone know how you can fix lighting bug on my temple door model? It appears black although it is light grey at the moment. I have few other of these kind of lighting problems so if someone knows what is causing them and how to fix them, please help me.
[Blocked Image: http://i.imgur.com/glOlUYP.jpg]
Go to prop settings, tick Disable Shadows as yes.
It will not remove the shadows or ambient occlusion, however, it will remove the black blobs that Source makes which look awful. Try, let me know how it works.
Looks beautiful by the way, never seen anyone so dedicated to an aim map. You should try turning it into a de_ map sometime.
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