Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots :
Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots :
I think it would work as a defuse map if you added a second bombsite where the pool is.
yea but still....
Reminds me of cs_meridian from Counter Strike Source : http://gamebanana.com/maps/29283
Quote from Klarkie83 hours ago, Klarkie8 said: Reminds me of cs_meridian from Counter Strike Source : http://gamebanana.com/maps/29283
Indeed!!! didn't know about that map ![]()
Very cool looking.
Impressive, very great work here.
Wish you best of luck for the contest! ![]()
Makes me wanna play the ship ![]()
Looks great, man! What's the water texture?
That was the first waves test :
Made with simple animated dummies :
If someone know how to applie the canal_water shaders on a model, let me know please
And here are some animated sails, same method as for the waves :
The design looks amazing! Your making great progress with the detailing and I love how some of the objects are animated!
Looks awesome, always love ship maps since they seem so impossible to do. Also your knife name is great.
It looks almost the same comparing to that BO2 map,i would like to see it ingame so hard but i am mad beacause Valve doesnt add Arms race/Demolition maps to CS:GO.
You are taking it to the next level with custom props and animations this is going to improve your skill a lot.
Good job you should make more defuse maps that could get into game.
Little Update : @Quotingmc suggested night time :
} "UnlitGeneric" to make it transparent AND selfillum because those doesn't work together with "VertexLitGeneric") But it doesn't look like real light spots ... The idea here is to save some ressources so the poor Source engine doesn't have a heart attack. Any idea on how to make those models more "flashy" without real lights? Thank you
Isnt unlit "selfillumed" by default? I mean, it isnt lit so... just asking here xD
Map looks really cool. But I think day time or sunset would look even better. amazing job so far!
Yes indeed , a sunset will be awesome.
Quote from tchick2 hours ago, tchick said: Also need some help/advice : I tried to make models for the lights on the sides of the boat :
![]()
With those parameters : "UnlitGeneric" { $basetexture "yacht/water_light" $surfaceprop glass $translucent 1 $selfillum 1 $nocull 1 $selfillumtint "[174 58 224]" } "UnlitGeneric" to make it transparent AND selfillum because those doesn't work together with "VertexLitGeneric") But it doesn't look like real light spots ... The idea here is to save some ressources so the poor Source engine doesn't have a heart attack. Any idea on how to make those models more "flashy" without real lights? Thank you
Try $additive 1 and a $selfillummask. The way your light looks like now suggest there's a lot of moisture in the air by the way. Might need some fog to go with that.
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