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[csgo] cs_cruise

  • Skybex
  • March 4, 2015 at 10:21 AM
  • scales
    • March 9, 2015 at 2:56 AM
    • #41
    Quote from Skybex

    I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things.


    I have a lot of respect for you sticking with the old ways I just tried out wallworm, it isn't the most intuitive thing, but at least I could get a model in within a couple seconds versus minutes. Anyways, nice table.

  • Drakeee
    • March 9, 2015 at 9:55 AM
    • #42
    Quote from kinggambit

    What's -makedevshots ?


    Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754


    oh wow that looks amazing, i thought everyone was just noclipping to get those lol.. is there a tutorial on how to use it?

  • Skybex
    • March 9, 2015 at 2:06 PM
    • #43
    Quote from scales

    I have a lot of respect for you sticking with the old ways I just tried out wallworm, it isn't the most intuitive thing, but at least I could get a model in within a couple seconds versus minutes. Anyways, nice table.


    Not so much the old ways, just probably not the best method to learn from when there are more intuitave tools out there now.


    Quote from Drakeee

    oh wow that looks amazing, i thought everyone was just noclipping to get those lol.. is there a tutorial on how to use it?


    Not really a tutorial, but it explains how to do it on the wiki. https://developer.valvesoftware.com/wiki/Point_devshot_camera


    Worked some more on the upper hostage room, those curtains took a lot longer to make than I thought they would. Also had to move the devshot camera slightly as the curtains was obscuring a bit of it.


    Some more new images in the albums. http://skybex.imgur.com/


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

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


    And did the rest of the railings.


    [Blocked Image: http://i.imgur.com/oDTHBeV.png]

  • FMPONE
    • March 9, 2015 at 5:50 PM
    • #44

    Those interiors look excellent, keep it up!

  • TheGuma
    • March 9, 2015 at 6:06 PM
    • #45
    Quote

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


    No, but in all seriousness I really love your work so far.

    I think that this style of mapping you are going for is what makes your maps distinct and defines you as a mapper. I'm sure if I saw a map of yours I'd be able to know that it was done by Skybex, just because of that.


    Either way, again, keep up the good work.


    Here's a question though,

    are you going to make the assets available for everyone if the map gets to an operation or anything of that sorts? Just like you did with Bazaar, Workout and Chinatown? I think it was a really good move.

    More people should do that honestly!

  • stealthgerbil
    • March 9, 2015 at 6:24 PM
    • #46

    This looks awesome! Was going to make a cruise ship map but it appears that I was beaten Can't wait to try it out.

  • Muffin
    • March 11, 2015 at 10:37 PM
    • #47
    Quote from stealthgerbil

    This looks awesome! Was going to make a cruise ship map but it appears that I was beaten Can't wait to try it out.

    You can still make a cruise map, but It will just look like you are copying him xD

  • Skybex
    • March 14, 2015 at 12:40 PM
    • #48

    Slow on an update this time. Was spending time doing some meshes for the casino.


    Here is the jackpot. Not finished yet but I wanted a break from max and to get back into hammer so it will do for now.

    [Blocked Image: http://i.imgur.com/3ziVkTn.png]


    And some of the other casino assets. Slot machine will eventually have more textures, but they take a while to make.

    [Blocked Image: http://i.imgur.com/DRjiROA.png][Blocked Image: http://i.imgur.com/Lbb05uA.png][Blocked Image: http://i.imgur.com/2F86oLv.png]


    And Guma, not sure what I will do with the assets, probably just release them right away.

  • Squad
    • March 14, 2015 at 1:20 PM
    • #49

    Will there be minigames?

  • RaVaGe
    • March 14, 2015 at 4:12 PM
    • #50

    MINIIIIIGAAMMMESSSSS

  • oxygencube
    • March 14, 2015 at 7:07 PM
    • #51
    Quote from kinggambit

    What's -makedevshots ?Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754Nice! I always wondered how people got great wip shots of the same area.

  • unremarkable player
    • March 17, 2015 at 2:03 PM
    • #52

    Looking good!

  • Skybex
    • March 21, 2015 at 1:21 PM
    • #53

    Took a bit longer this time round as i was fighting with the casino. Its not an easy space to work with because I cant move the ceiling or floors, as well casinos are generally very open. But here is what i have been doing. The image is a bit brighter than how it is ingame


    [Blocked Image: http://i.imgur.com/RZAqcZj.png]


    And from the players perspective


    [Blocked Image: http://i.imgur.com/aSzhq6t.png]


    I haven't worked on blocking the players path yet so although it looks like you can get all around the casino, you cant.


    And since someone mentioned minigames, I made a working pool table


    [Blocked Image: http://i.imgur.com/JE0VKNE.png]


    The mesh is a modified l4d asset


    Currently working on a Hockey table which will also be playable. Still working on the texture.


    [Blocked Image: http://i.imgur.com/pfRmXdU.png]

  • Spherix
    • March 21, 2015 at 2:46 PM
    • #54

    Guess I could write a slot machine in vscript that spits out guns if you want

  • Pampers
    • March 21, 2015 at 3:09 PM
    • #55

    flipping the roulette tables like that looks really weird and gamey

  • Vaya
    • March 21, 2015 at 3:26 PM
    • #56
    Quote from Spherix

    Guess I could write a slot machine in vscript that spits out guns if you want

    or unpinned nades

  • Demonz312
    • March 21, 2015 at 5:14 PM
    • #57

    awesome! would be nice to playtest this map!

  • Demolitions
    • March 21, 2015 at 11:34 PM
    • #58
    Quote from Pampers

    flipping the roulette tables like that looks really weird and gamey


    Agree'd. It's okay done once, but 2 right next to each other looks weird. I hesitate to say it looks almost lazy considering the rest of the map, and work put into it. Maybe put in a detailed wall their instead?

  • Ahoy
    • March 22, 2015 at 5:00 AM
    • #59
    Quote from Skybex

    Took a bit longer this time round as i was fighting with the casino. Its not an easy space to work with because I cant move the ceiling or floors, as well casinos are generally very open. But here is what i have been doing. The image is a bit brighter than how it is ingame


    And from the players perspective


    [Blocked Image: http://i.imgur.com/aSzhq6t.png]


    I know the challenge of not being change things much because of how interconnected things are when your map is multiple stories, the yacht map I'm making has the same constrictions. I think a railing or something in the middle of that staircase might work out nicely, at the moment the staircase seems unbelievably wide to me.

  • unremarkable player
    • March 22, 2015 at 5:02 AM
    • #60

    [Blocked Image: http://i598.photobucket.com/albums/tt69/Keld_fs/Borat-VeryNice.gif]

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