I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something?
WIP in WIP, post your level screenshots!
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Quote from Soldat Du Christ
9 minutes ago, Soldat Du Christ said: I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something?
Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.
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Map's looking good so far. Also looks like a great map for deathmatch or arms race.
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I decided give my mg_space_race spinoff maps a backstory:
Terrorists opposing a renovation project have seized a sector of an interstellar space station, killing the project's manager (bomb defuse version) or taking him hostage (CSDE hybrid version). Making matters worse, they now threaten to bomb the construction sites. Using a top secret portal, counter-terrorists have tunneled into the sector with the intent of stopping the terrorists.
(for the hostage escort version, the terrorists are the ones who have portaled into the sector, after seizing the portal laboratory. Seeing the sector as a lost cause, the CTs have to escort the project manager to safety).
Here's what I've come up with for the portal lab:
Spoiler
And here's how the portal looks like from CT spawn (I used env_cubemap's brush face entry to tie the cubemap to this texture):
Spoiler
It's possible to enter the lab in a middle of the game, but be wary of the fact that there are sensors in the lab. I originally tried linking the env_cubemap to a dome displacement with the intent on making the portal look like a wormhole. Unfortunately, the game kept crashing after I built cubemaps, so I had to use a flat brush instead.
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I've finally managed to make spherical wormholes, with gravitational lensing, for my mg_space_race spinoff maps using prop_static entities. I simply made a sphere brush and a torus brush in Blender (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations.
Here's how the wormhole looks like leading from the main level into the portal lab:
Spoiler
And here's how it looks like going from the lab to the main level:
Spoiler
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Pretty great effect! I like it ? If you're willing to go space-theme, most of the Nuke textures can easily be recycled for crazy creative rework. Especially most of the shaders they're using give a great space-effect. Keep up the good work!
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Quote from Radu
14 hours ago, Radu said: [Blocked Image: https://i.imgur.com/Vl9rd4o.jpg]
Makes me think of cs_havana
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Quote from Jazer
But also expensive. Quite some Zombie Escape maps are doing this already, and it often takes a big dump on the FPS (though their usage is very sloppy, I don't think they optimize the particle emitters very well). Nice idea!
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Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
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HL2EP2 vibes @fewseb ?
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