Looks great! How are you balancing / testing the hostage part of the gameplay? Feels like there's so little good info on how to make a good hostage map, it's all defuse.
[csgo] cs_cruise
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Quote from blackdog
That's so interesting, thanks for sharing.
Only thing I would say is hostage upper looks too dark, but I'm sure you are planning to change that.
Yeah some areas are pretty dark, working on that now. Since adding all the lights in the interior my compile has jumped to 10 hours
Quote from biXenLooks great! How are you balancing / testing the hostage part of the gameplay? Feels like there's so little good info on how to make a good hostage map, it's all defuse.
I am following the same type of guide I used with workout. Having the 3 lanes in the map with connectors (similar to de_maps) with chokes at the central meeting points. But Unlike de_maps' bombsites I make the hostage rooms harder to defend. I also make the CT spawn/rescue area quite large with multiple entrances so its harder to camp the rescue zone.
Been working on the smaller details and making the place look like an evacuation mess.
[Blocked Image: http://i.imgur.com/6Kdtwb3.png]
[Blocked Image: http://i.imgur.com/Evue9ZX.jpg]
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'right ran compile, now lets go watch all 3 lord of the rings films and maybe it'll almost be done by the end...'
Fuck that man...at least the result is worth the wait!
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@Skybex as Vaya said, it does look good, so that's worth it. Also I don't know where you live, but here in France, heat is causing computers to lose a lot performances wise, so maybe the jump is accented by that?
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Normally I compile overnight and its done by the morning so don't worry about the computers performance but this time it was still running when I woke. I still had 3ds max, photoshop, crazybump and a few other programs open, and had been playing New Vegas earlier in the day. So could probably save a lot of time by just restarting before compile and not have resource hog programs running.
And since I just finished making these, I might as well post them. Casino chips scattered on the floor
[Blocked Image: http://i.imgur.com/3tGZYki.png]
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Doug any advice on how to learn to work flow for getting assets into source? I really need to start on mine but am holding off a lot due to texturing (something I just need to practice) and being able to get the assets into game.
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It really isn't an easy process when learning. But first thing to do is get wallworm tools for 3d max and get it working. I switched to WW mid project so couldn't adjust my workflow to match it, but if you set the tools up correctly then WW is simple to just export from max and its already ingame. As for making the meshes, there are so many tutorials out there far better than anything i could say here. The 3D motive tutorials helped me out a lot in the past though.
Textures is also something I had to really work at, and I am still quite bad. For mesh textures I usually just rely on the renders from the high poly and dirt masks. World textures pretty much the same, but of course using source photos from CGTextures and crazybump to get normals/AO/Cavity.
Feel free to add me on steam if you have questions or need advice.
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Thanks, don't think I have any issues with creating meshes, I know how to use most of the tools I would need to create architectural stuff, its mainly the texture work that I don't have experience with.
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Well you have two machines now
do you not run compile on one and keep working/messing around on the other?in terms of heat these last few days was up to 32-33 in south UK, quite bad humidity (although not as bad as Italy). Well I still played Batman for hours, with my Asus Rog laptop set to "best performance"… must say the cooling in that machine is amazing: as I play with the game pad I touched the keyboard after a session around were the main chips are, and was still cool.
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Quite a few big changes since last time I posted. Been pulling things a bit closer to the real life boat and removing some of the more "gamey" elements of the map. In the process I also recruited the help of Yanzl to help out with the art.
Biggest change has been the T spawn area. Visually it looks much more like its real world counterpart with minimal gameplay impact
[Blocked Image: http://i.imgur.com/pgWJPAm.png]
I also finally got round to working on some of the interior sections. This bar area has been annoying be for ages so I decided to have a proper crack at it. Spec maps are doing strange things in the image so don't pay attention to them.
[Blocked Image: http://i.imgur.com/S2gYGk1.png]
And some updates to other areas
[Blocked Image: http://i.imgur.com/Yytgnkf.png]
The arcade area has been totally ripped out and is next on my list to work on. Once that's done, It should be quick progress to getting a closed release build.
And as always, more images in the albums http://skybex.imgur.com/
blackdog I tried to compile on my other machine, but steam doesnt allow you to have the same game open on 2 different computers. And this includes CSGO SDK so I would have to get a new account and csgo to compile on one machine while working on the other. Not something that's hard to do, but I didn't really bother yet as overnight compiles are fine.
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Great stuff

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I don't know what to say, it just looks amazing, can't wait for the release, and playing this in an upcoming operation.

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Quote from SkybexDisplay More
Quite a few big changes since last time I posted. Been pulling things a bit closer to the real life boat and removing some of the more "gamey" elements of the map. In the process I also recruited the help of Yanzl to help out with the art.
Biggest change has been the T spawn area. Visually it looks much more like its real world counterpart with minimal gameplay impact
[Blocked Image: http://i.imgur.com/pgWJPAm.png]
I also finally got round to working on some of the interior sections. This bar area has been annoying be for ages so I decided to have a proper crack at it. Spec maps are doing strange things in the image so don't pay attention to them.
[Blocked Image: http://i.imgur.com/S2gYGk1.png]
And some updates to other areas
[Blocked Image: http://i.imgur.com/Yytgnkf.png]
The arcade area has been totally ripped out and is next on my list to work on. Once that's done, It should be quick progress to getting a closed release build.
And as always, more images in the albums http://skybex.imgur.com/
blackdog I tried to compile on my other machine, but steam doesnt allow you to have the same game open on 2 different computers. And this includes CSGO SDK so I would have to get a new account and csgo to compile on one machine while working on the other. Not something that's hard to do, but I didn't really bother yet as overnight compiles are fine.
first of, it looks amazing, and we are all impatient to play it I think

Secondly, have you tried a third party compiler like Compile Pal? I think this could work to compile on one computer and using hammer on the other!
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Looks great so far.
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Quote from Skybex
I would have to get a new account and csgo to compile on one machine while working on the other. Not something that's hard to do, but I didn't really bother yet as overnight compiles are fine.
You could set up an empty steam account and use family sharing.
You just have to log into the other computer with your steam account, install csgo+sdk, and then the other account can request access through family sharing. I don't know if the alt account needs to have friends lists enabled ($5 purchase on account, gifting no longer works).
Or perhaps even run steam in offline mode? Disconnecting your computer from the internet would leave steam no way of knowing it's logged in offline, and afaik you don't need the internet to compile.
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Is there is a "Homebrew Coffee" aboard the ship? How else would the VACationers get their daily cup of coffee.
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Damn, I wish you where working on The Ship 2

I loved that game.
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Now that's one good looking and original map!
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What are you going to do with the money from being featured in an operation this time?

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