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[WIP] de_canaveral

  • NihiL
  • February 28, 2016 at 11:34 AM
  • JSadones
    • November 27, 2016 at 10:39 PM
    • #41
    Quote from Evert

    22 hours ago, Evert said: Are u pimping your map in another map thread?

    I think maxgiddens is just letting NiHil know that their map is already detailed and is using the same theme.

    If NiHil wants to make a unique map he could still give a new swirl to his theme and make his own unique one. But that's ofcourse up to NiHil.

  • OrnateBaboon
    • November 28, 2016 at 2:17 AM
    • #42

    Come on maxgiddens, don't be so obtuse. Evert's question was rhetorical. Pimping your work in someone else's thread is not cool.

    If you must inform NihiL of your similarly themed map, then why not send him a PM or start your own thread?

  • maxgiddens
    • November 28, 2016 at 6:01 PM
    • #43

    It truly wasn't my intention to show off. I simply wanted to let NiHil know in a friendly, non competitive way that we are fairly far along with a map that has a stylistic similarity. I hadn't even considered sending a PM. I thought that a screenshot was the clearest way to communicate how committed we are to the theme at this point. At worst this would be a crappy advert because as I said, I haven't mentioned the title, and there is no place that the map can be found to download. This wasn't a promotion. I would have opened my own thread if it were, and it's silly to accuse me of being obtuse for giving a direct answer to a question.

    I'm sorry if I caused an issue. I was honestly just trying to be nice, and avoid any conflict down the road. I'd hate to be in a situation like pharaoh and thrill.

  • NihiL
    • December 7, 2016 at 12:07 PM
    • #44

    No harm done everybody. I wasn't on here for a bit so I only just now saw this. I'm sure there are a number of maps with circular bomb sites like that, I mean, even HL1 had a similar rocket silo. I'm still busy preparing the map for playtesting btw!

  • gleddez
    • December 7, 2016 at 2:26 PM
    • #45
    Quote from NihiL

    2 hours ago, NihiL said: I'm still busy preparing the map for playtesting btw!

    Oh man, you've gotten me hyped! I wanna test this, don't be too long! :P

  • NihiL
    • May 25, 2017 at 1:18 PM
    • #46

    Hello there, I've been busy the last couple of days reworking the map. Here's an edited shot right out of Hammer:

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

    I decided to show you this from within the editor so you can see how I've seperated world brushes (blue for walls and gray for the floors) and detail brushwork (orange). This means the map is relatively well optimized in regard to the BSP/VIS process automatically, without needing lots of manual attention. The balcony part is missing as I've reshaped the B bombsite. It's much larger now and not a perfect circle anymore.

    If any moderators are reading this, could you please move this topic over into the contest section! This map will, of course, take part in the huge new CSGO mapping contest here on Mapcore!

    Stay tuned for more updates. I am doing some style tests in a separate map where I figure out good texture combinations, models and so on. I'll show off some of that as soon as I can spend a bit more time on that. And then I will also try and run as many playtests as I can on the graybox (or blurange box or whatever :P) to make sure the layout is good.

    As always, I appreciate any and all feedback that you may have!

  • NihiL
    • May 28, 2017 at 11:22 PM
    • #47

    I thought I'd give you another shot of the current layout progress, this time straight from the engine. Again, blue and gray are world brushes, orange are detail brushes. Keep in mind that all backfaces are culled (ie. missing), so this is just a quirky perspective overview that I kinda liked.

    [Blocked Image: http://i.imgur.com/ZTU4DKY.png]

    The fenced areas are placeholders so that I remember to build out the map in these places. You'll be able to look at stuff there but won't be able to go there obviously. This version has all sightlines fixed for now so that you can't get too long and crazy lines through the layout anymore, this took a lot of messing around to get done.

  • 'RZL
    • May 28, 2017 at 11:33 PM
    • #48

    Hey, I moved your topic to the contest now. Happy mapping!

  • noobgames
    • May 30, 2017 at 5:14 PM
    • #49

    This map is looking to be really good, and the theme seems really cool. I recognize you from the video you did on de_spice a while back. I wanted to ask, how do you work with all those diagonals? Whenever I make diagonal floors it never seems to fit properly on the grid, or the corridor stops being at a constant size

  • NihiL
    • May 30, 2017 at 6:08 PM
    • #50

    Hey, thank you @noobgames! It's all about sticking to a common ratio, in my case I picked 2:1. In practice, it does take a LOT of messing around and to get both straight and angled geometry to intersect on grid points though. I found that, if they happen to not intersect perfectly on the grid, usually it's quickest to draw some temporary lines with the cut tool in hammer to check if it would work out better if the angled geometry was 1 step (ie. 8 units) further to the left/right for example. I am not aware of any rules or anything, I just experiment until everything lines up. It's a LOT of extra work though, absolutely. I just wanted a challenge, as de_spice was completely straight throughout and the more modern architecture of de_canaveral lends itself to more interesting shapes.

    Also, thank you very much @'RZL, happy mapping will be had - and is going on right now haha!

  • NihiL
    • June 2, 2017 at 6:54 PM
    • #51

    Here's another update, more work on the layout and some very basic experiments with models.

    [Blocked Image: http://i.imgur.com/dgm9dqp.png]

    I like this weird isometric style, I think it presents more information than a straight level overview image. I will stick to this for the time being. I'm also looking to update the playable greybox version on Steam asap.

  • mott
    • June 8, 2017 at 5:47 PM
    • #52

    Hey Nihil! Just was wondering if there were any recent updates to the map? I really like the initial design and thought in the map and am excited to see where it leads!

  • NihiL
    • June 8, 2017 at 9:29 PM
    • #53

    Hey @mott thank you very much. I am working on the map every day and since you asked, here are some very early style tests:

    [Blocked Image: http://i.imgur.com/PPjTB6D.jpg][Blocked Image: http://i.imgur.com/XyZL7Z8.jpg][Blocked Image: http://i.imgur.com/6gBZB0k.jpg][Blocked Image: http://i.imgur.com/KPwlLJ1.jpg][Blocked Image: http://i.imgur.com/HlcylN4.jpg]

    Still working on a workshop update, hopefully this weekend! And then I finally want to run some playtests on the layout, to see if it works out or not.

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