That is some mighty impressive work there @jakuza! I love the bridge!
WIP in WIP, post your level screenshots!
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Quote from I ♡ The 1950
On 2/19/2019 at 4:15 AM, I ♡ The 1950's said: Slightly edited a sign from Overpass to appear on this billboard!
It reads "We build our New German Reich!"
"We build our New German Reich" would be "Wir bauen unser Neues Deutsches Reich". Switching the first two words like you did here makes it an imperative. It also needs to be "unser" not "unsere", since the grammatical gender of "Reich" is neuter. Edit: whoops, just read the latter was already pointed out
Still, you might want to find a native speaker to help you out if you plan on adding more written german to your map. Wouldnt want to say the wrong things with a theme like yours. -
Quote from csWaldo
Just now, csWaldo said: "We build our New German Reich" would be "Wir bauen unser Neues Deutsches Reich". Switching the first two words like you did here makes it an imperative. It also needs to be "unser" not "unsere", since the grammatical gender of "Reich" is neuter.
Thank you very much for the grammar help. But since the sign no longer exists in the map, it's fine

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I'm trying to port the famous dod_strand (DoDs) (made by DustinDiamond) which is inspired by dod_charlie (DoD) to CSGO with the Dust2 design. Of cource it will have walls and objectives to destroy to win the round !
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This is my first attemp at a map!
Name is de_abandoned and the theme will be in a...you guessed it...abandoned factory..! I had this idea to make the T spawn next to the CT spawn and kind of isolate CT spawn from playing a significant role in the gameplay. The way the map turned out though I think CT spawn became even more strategical than before. The rotations for the Terrorists are kind of huge but you have a lot of options of how to attack a site and how to defend. The CT's have to keep an eye at all sites and the mid because the Ts can backstab both sites if they penetrate Mid and go through CT spawn to A, or through CT spawn to the backside of B.
All in alll I'm pretty happy with the layout but if I think of anything that will help it I will add it to it.
Haven't play-tested it with humans yet, only with bots but it seems pretty balanced.
I let the bots run around the map 5 v 5 and the score after two hours was something like 40-37
This is the view of mid from CT side. I'm not crazy about these beams they will probably get replaced with something else.
The content cannot be displayed because it is no longer available. This is bombsite A. The ramp towards the lower level is leading to the CT spawn. The actual bombzone is above the two arches, around the two boxes.
The content cannot be displayed because it is no longer available. This is towards B. Looking down the window you can see the big area outside B.
The content cannot be displayed because it is no longer available. This is outside A. On the left after the wall is the outer side of the 3 windows wall.
The content cannot be displayed because it is no longer available. This is outside B ( behind the wall on the right is the next picture)
The content cannot be displayed because it is no longer available. Towards B
The content cannot be displayed because it is no longer available. Outside A Window side.
The content cannot be displayed because it is no longer available. This passage connects mid house with outside B
The content cannot be displayed because it is no longer available. This is the view of B from the attacking side
The content cannot be displayed because it is no longer available. This is close to T spawn
The content cannot be displayed because it is no longer available. This is behind Mid (If you move forward past the walls you end up in B)
The content cannot be displayed because it is no longer available. Thank you for your time.
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Really nice work @Dimitris Politis! It looks like it could be really fun! Though I think those beams really should go.
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Quote from I ♡ The 1950
22 hours ago, I ♡ The 1950's said: Really nice work @Dimitris Politis! It looks like it could be really fun! Though I think those beams really should go.
Hi yes I agree, these were put there in the beginning stages of the layout designing and they stayed there for some reason.
Do you have any ideas of what it could be there?

This is a pic of the future to be T Spawn. There''s A LOT of work to be done but I''m getting used to Hammer and I'm getting faster and faster when doing things in it.
Maybe the texture will change but looks pretty sweet to me.
Also, the ground will be displaced to resemble a bumpy, foresty ground. Of course I will add props to it but in a later stage.
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Quote from Dimitris Politis
16 hours ago, Dimitris Politis said: Do you have any ideas of what it could be there?

I'm glad you asked!
Perhaps it could be replaced with an elevated platform with some cover. That's what I first thought of when I saw it.
And here's a little side note: Perhaps a different name would be better for the map. There are probably hundreds of maps on the workshop with the name "Abandoned" already. Perhaps Corrosion (de_corrosion) would be better? (Corrosion is a fancy term for rust)
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Quote from I ♡ The 1950
3 hours ago, I ♡ The 1950's said: I'm glad you asked!
Perhaps it could be replaced with an elevated platform with some cover. That's what I first thought of when I saw it.
And here's a little side note: Perhaps a different name would be better for the map. There are probably hundreds of maps on the workshop with the name "Abandoned" already. Perhaps Corrosion (de_corrosion) would be better? (Corrosion is a fancy term for rust)
Yes, at some point I thought of that too but thought to deal with it later when the map would be almost complete. I usually like words with the vowels removed so I thought of de_bando
Maybe it could also be de_wild or de_arisan (Arisan is old English for "to arise" ) - Anyway, there are countless possibilities.
Would you be so kind to give me an example of the platform you are talking about ?
Thanks for the time

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Quote from Dimitris Politis
12 hours ago, Dimitris Politis said: Would you be so kind to give me an example of the platform you are talking about ?
Thanks for the time

Well you'll have to excuse my subpar image editing skills (If I had the .VMF, I'd whip something up really quick), but something like this would be nice. (Just be sure to move it back behind the bars instead of where I put it. I only did it to make it easier to edit) Just add some cover onto the platform and it could be an interesting spot. Though you'll have to test that yourself since I'm not entirely sure ?
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Now Im kinda stuck. I started making all the floor into displacements
and texturing a bit left and right but the thing is I DON'T LIKE ANY OF THE
DEFAULT TEXTURES.
Am I too much in my head? I also don't like using already used props. I think I'm
just too much in my head.
I removed all the displacements and put all the dev textures again. Now I'm trying to clean up
the layout a bit.
I have a question, is it better to have solid brushes or to make them hollow for easier manipulation? Thanks.
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@Dimitris Politis It's all in your head. Best way to learn and get better is to copy the theme from an existing official map.
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Finished playable graybox for de_dust22!
Please tell me how do you fell for the layout. I would appreciate any kind of advice or suggestion.
TECH
PS: I have a one question guys. will the radar upload to the workshop automaticly?
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Quote from TECHNICKER
11 minutes ago, TECHNICKER said: I have a one question guys. will the radar upload to the workshop automaticly?
Yes.
https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool
QuoteThe map publish tool will automatically pack certain files if present. If any of the files are on disk at the time the map is selected for upload, the tool will add these to the BSP's pak file for you.
- maps/mapname.nav file used for bot navigation.
- maps/mapname.txt file used to populate the loading screen text.
- maps/mapname.kv file used to specify default game mode, character skins and other options .
- resource/overviews/mapname_radar.dds used for the radar and spectator overlays.
- resource/overviews/mapname_radar_spectate.dds, an optional file used for the spectator overview if you would like your overview to look different than your radar. If this doesn't exist, it falls back to using the radar file.
- maps/cfg/mapname.cfg, a cfg file to run when this map loads (used to support custom game modes).
Other files (for example, custom materials and textures not shipped with CSGO) need to be packed in the bsp separately using bspzip or third party tools. Note: Pakrat will corrupt some CSGO Nav files, so it's best to let the map publish tool do the nav file packing.
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Who want's to try some freshly baked German bread?
The content cannot be displayed because it is no longer available. And after that, how about you enjoy some nice refreshing cola?
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Just one question guys. How can I get props, textures and all those things from new dusts? And can I use it in my map freely? (I gusess so since there are some assets from newferno and newdust in hammer)
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