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[CS:GO] [WIP] de_cafe

  • NotBum
  • February 10, 2015 at 10:29 PM
  • NotBum
    • February 10, 2015 at 10:29 PM
    • #1

    Hi MapCore :3


    First time posting here, Thought I would stop by and leave a post. I started a new mapping project and was wondering if I could get some opinions.


    _________________________________________________________________________________


    The map itself is to be set in an Old English town with the T side starting on the outer edge of town with farmland to their rear. The CT's start inside of the town. This is the first map that I have made with a somewhat solid layout but any and all suggestions are welcome. In its current state, the map is just blocked out with a few extra textures for wood, etc.


    Here's a few screenshots for show.


    [Blocked Image: http://i.imgur.com/l8WRJit.jpg]


    [Blocked Image: http://i.imgur.com/AUhd83r.jpg]


    [Blocked Image: http://i.imgur.com/KFPur8Z.jpg]


    [Blocked Image: http://i.imgur.com/ES5o9EL.jpg]


    [Blocked Image: http://i.imgur.com/6TUJ4tD.jpg]


    Please, Any suggestions, criticisms, ideas, or changes you may have, leave a comment so I can address them.


    Thanks

  • Squad
    • February 10, 2015 at 11:38 PM
    • #2

    Just letting you know that de_cafe is already used


    [Blocked Image: http://files.gamebanana.com/img/ss/maps/4fc73178baf97.jpg]

  • NotBum
    • February 11, 2015 at 12:00 AM
    • #3

    Haha XD Yeah, I saw. Its a placeholder until I can come up with something better.

  • jackophant
    • February 11, 2015 at 12:05 PM
    • #4
    Quote from Squad

    Just letting you know that de_cafe is already used


    [Blocked Image: http://files.gamebanana.com/img/ss/maps/4fc73178baf97.jpg]


    slightly unrelated, but is there a trick to make geometry like that? Or is it painstakingly placed brushes with the vertex tool?


    As for the map, screenshots looks nice. If it's in a playable state try and get it in a map test we host here. It's great for weeding out exploits and helping balance areas

  • Vaya
    • February 11, 2015 at 12:48 PM
    • #5

    I would like to know too. tried recreating this roof:


    [Blocked Image: http://www.castlecroft.com/files/3714/0429/0518/king-james1.jpg]


    Failed massively.

  • Squad
    • February 11, 2015 at 12:50 PM
    • #6
    Quote from jackophant

    slightly unrelated, but is there a trick to make geometry like that? Or is it painstakingly placed brushes with the vertex tool?


    As for the map, screenshots looks nice. If it's in a playable state try and get it in a map test we host here. It's great for weeding out exploits and helping balance areas


    Arch tool.


    [Blocked Image: https://developer.valvesoftware.com/w/images/4/43/Hammer_Arch_Dialog.png]

  • jackophant
    • February 11, 2015 at 12:54 PM
    • #7
    Quote from Squad


    slightly unrelated, but is there a trick to make geometry like that? Or is it painstakingly placed brushes with the vertex tool?


    As for the map, screenshots looks nice. If it's in a playable state try and get it in a map test we host here. It's great for weeding out exploits and helping balance areas


    Arch tool.


    [Blocked Image: https://developer.valvesoftware.com/w/images/4/43/Hammer_Arch_Dialog.png]


    I had not thought to use it that way before... Thanks!

  • Squad
    • February 11, 2015 at 1:04 PM
    • #8

    Ontopic again


    As Jackophant mentioned, you should request a playtest as soon as it's in a playable state!

    Some things to take into account: add bombsite signs to help players navigate, make sure any stairs are properly clipped and add a functional radar.


    Also, the overview is nice, but it would be better if spawns and bombsites are marked.

  • Vaya
    • February 11, 2015 at 1:04 PM
    • #9
    Quote from Squad


    slightly unrelated, but is there a trick to make geometry like that? Or is it painstakingly placed brushes with the vertex tool?


    As for the map, screenshots looks nice. If it's in a playable state try and get it in a map test we host here. It's great for weeding out exploits and helping balance areas


    Arch tool.


    [Blocked Image: https://developer.valvesoftware.com/w/images/4/43/Hammer_Arch_Dialog.png]


    Any trick to doing it 'right'? seems to mainly be trail and error.


    edit - Nevermind. I'll make a new topic if I'm still having issues when I get to this stage again.

  • laminutederire
    • February 11, 2015 at 5:45 PM
    • #10

    Personally I've tried creating them on a modeling software then importing them, but I don't know why it fucks up the compile process, is there something particular to know about these shapes?

  • Squad
    • February 11, 2015 at 6:27 PM
    • #11

    It would help if you tell what fucks up during the compile proces. Can you post a compile log?

  • Spherix
    • February 11, 2015 at 8:01 PM
    • #12

    So much for OP's topic.

  • laminutederire
    • February 11, 2015 at 11:36 PM
    • #13

    It goes wrong very rapidly but without any error messages, I'll post a log tomorrow on another thread maybe then, but basically it works fine until it says map revision and then vbsp.exe crashes, however the map without the curbs is compiling fine!

    Yes, sorry about that!

  • NotBum
    • February 12, 2015 at 8:00 PM
    • #14
    Quote from Spherix

    So much for OP's topic.


    RIP Map


  • Squad
    • February 12, 2015 at 11:47 PM
    • #15

    You should really request a playtest


    Let's keep it ontopic from now on!

  • NotBum
    • February 14, 2015 at 3:32 AM
    • #16

    Ill request a play test as soon as I get some detail brush work done, I have B site kinda there and I want to make the map look a little decent before getting some input on it.


    Here's a few photos of some windows and such.


    [Blocked Image: http://i.imgur.com/Y8gIsYZ.jpg]


    [Blocked Image: http://i.imgur.com/a7HZFH6.jpg]


    [Blocked Image: http://i.imgur.com/azjVStz.jpg]


    [Blocked Image: http://i.imgur.com/i2sOkOf.jpg]

  • 8bit
    • February 14, 2015 at 1:44 PM
    • #17

    Coming together nicely, keep the good work up!

  • blackdog
    • February 14, 2015 at 2:31 PM
    • #18

    Shaping up nicely!

    Grey dev textures are the rage atm you have a custom texture for the buildings, or something easily accessible?

  • NotBum
    • February 14, 2015 at 4:12 PM
    • #19
    Quote from blackdog

    Shaping up nicely!

    Grey dev textures are the rage atm you have a custom texture for the buildings, or something easily accessible?


    Yeah, I am trying to save texturing/models for last. I have jumped straight to textures on previous "projects" and I have never ended up doing well on those. I want to get the brushwork in place and then go form there. In terms of getting textures, I have an idea of what I want certain parts of the map to look like so its really a question of whether I can find a texture online or stick with valve's textures.


    My Answer is basically I don't know

  • 8bit
    • February 14, 2015 at 9:59 PM
    • #20
    Quote from NotBum

    Yeah, I am trying to save texturing/models for last. I have jumped straight to textures on previous "projects" and I have never ended up doing well on those. I want to get the brushwork in place and then go form there. In terms of getting textures, I have an idea of what I want certain parts of the map to look like so its really a question of whether I can find a texture online or stick with valve's textures.


    My Answer is basically I don't know


    Proper choice imo although if experienced you can build parts of a map bit by bit, never worked for me either though.

    A suggestion, if you may, use custom textures and dont use inferno/italy/cbble textures, those textures are sooooo overdone. Cached/Ted release de_fuel some time a go, he did a good job on the map as a whole, but the textures... Visuals could have look so much sweater with new custom textures, just saying.

    Really liking your brushwork, simple and could come out great in the end with proper details added...


    //8bit

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