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[CS:GO] surf_galaxy (Surf Galaxy)

  • JorisCeoen
  • June 21, 2017 at 4:01 AM
  • JorisCeoen
    • June 21, 2017 at 4:01 AM
    • #1

    SURF GALAXY


    Surf galaxy aims to innovate the overall genre a little bit by trying out multiple layers in between the base ones, including some dynamic elements which is almost never seen in other maps, and giving it some thematic material that could fit in the surf world.

    If you have any suggestions, tips... let me know, all are very welcome!


    A HUGE thanks to Shawn Olson, for the Wall Worm Model Tools!


    In the mean time,

    ENJOY!


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=951672581

    GameBanana link: http://gamebanana.com/maps/195847


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    A trailer for those interested to a have a quick look at the map in-game!


  • JorisCeoen
    • June 21, 2017 at 9:23 AM
    • #2

    The workshop link is now also live: https://steamcommunity.com/sharedfiles/fi…s/?id=951672581

  • will2k
    • June 21, 2017 at 12:24 PM
    • #3

    Great work Joris

    Shawn must be really proud of his "ambassador" right now :D

  • JorisCeoen
    • June 22, 2017 at 11:34 AM
    • #4
    Quote from will2k

    23 hours ago, will2k said: Great work Joris

    Shawn must be really proud of his "ambassador" right now :D

    Ahah, thank you very much! In fact, I'm not sure if Shawn is yet aware of this project. I sent him the links, but he hasn't responded yet ?.

  • JorisCeoen
    • June 23, 2017 at 7:40 AM
    • #5

    Yesterday the map received an update that fixed 2 important issues: fixing fall damage + smoothing out bottom ramps.

    A final update will improve some minor gameplay elements, optimization, and additional detailing with some texture improvements. A radar will be included as well!

    ill update here when it does :)

  • JorisCeoen
    • June 24, 2017 at 10:57 AM
    • #6

    The last update for Galaxy includes a radar, added side platforms and better teleport visibility at the bottom spawn. All boosters where tweaked a bit more.

    if there's still anything, let me know!

  • FMPONE
    • June 24, 2017 at 11:17 AM
    • #7

    Spotlighted. This looks sick.

  • JorisCeoen
    • June 24, 2017 at 10:05 PM
    • #8
    Quote from FMPONE

    10 hours ago, FMPONE said: Spotlighted. This looks sick.

    Wow, thank you very much! ?

  • Tioga060
    • June 29, 2017 at 4:27 AM
    • #9

    Very interesting theme, looks really cool. You did a really great job pulling off the space theme.

    A few issues with the map as of b1_2:

    • Boosts on one side of the map are all facing the wrong direction. For example, when you fall into the jail as a terrorist you get stuck in the teleport destination of the jail instead of getting pushed out.
    • The corkscrew ramps at the bottom of the map are super sticky, ramps shaped like that can't really have reliably working surf collisions
    • in general the ramps are all super small/shallow, which I imagine would make combat game play a little difficult
  • JorisCeoen
    • July 1, 2017 at 6:53 AM
    • #10
    Quote from Tioga060

    On 29-6-2017 at 5:27 AM, Tioga060 said: Very interesting theme, looks really cool. You did a really great job pulling off the space theme.

    A few issues with the map as of b1_2:

    • Boosts on one side of the map are all facing the wrong direction. For example, when you fall into the jail as a terrorist you get stuck in the teleport destination of the jail instead of getting pushed out.
    • The corkscrew ramps at the bottom of the map are super sticky, ramps shaped like that can't really have reliably working surf collisions
    • in general the ramps are all super small/shallow, which I imagine would make combat game play a little difficult

    The latest update fixed the inverted boosters (workshop version for now). A future update, which will soon be released, contains extended ramps from spawn and the loops, improve a bottom surfing ramps, and added ramps on the middle grounds. And, overall improvements of smoothness and gameplay (jail buttons will be shootable, increased teleport visibility, snapping angles when teleporting etc).

    I'll update here when it goes live :)

  • JorisCeoen
    • July 3, 2017 at 12:44 AM
    • #11

    A big update will be released tomorrow, adding the following:

    • Improved overall gameplay by extending the spawnramps slightly (so more surfing surface is available), in addition to added sideramps on the mid-area
    • Improved visibility for teleports and weapon pickups. Weapon pickups now have a clear effect under them so it's easy to see where they are while surfing
    • Improved jail functionality by allowing buttons to be shot. A sprite will also indicate wheter a button is still activated or not
    • Added custom playermodels (astronauts) to fit the theme, as well as custom gloves
    • Added additional weapons to allow more variety
    • Added sounds and minor graphical improvements (such as cubemapping glitches removed)
    • Updated radar

    There's more to the list, but at least those are the most important ones. As of that version, no bugs should be present (as in the currently available workshop version). The GB page and all of its screenshots now match the latest version.

    Hope you'll enjoy it! A video will also come soon to showcase the map.

  • shawnolson
    • July 3, 2017 at 2:06 PM
    • #12

    Great Job Joris!

    Quote from will2k

    On ‎6‎/‎21‎/‎2017 at 7:24 AM, will2k said: Great work Joris

    Shawn must be really proud of his "ambassador" right now :D

    You are right Will :)

  • clankill3r
    • July 4, 2017 at 9:44 AM
    • #13

    Please post a video :)

  • JorisCeoen
    • July 5, 2017 at 10:37 AM
    • #14

    The workshop has just been updated with the latest version, a ton of changes! Hope people will be able to play it and give some feedback!

    To list all the updates (because I can't remove posts), here is what has changed right now:

    • Improved readability of teleports at bottom (labels are now flat on the floor so you can see them from any POV).
    • Improved readability of jail buttons. Jail buttons are now also shootable, even through the glass! (now a single person can open them from outside if he's fast enough).
    • Improved readability of all weapons in the level. They have a blue neon-like effect under them, giving a sound and nice animation when picking up.
    • Improved spawnloop ramps by extending the bottom a bit to allow more comfortable surfing. The boost of those have also been lowered a bit to balance comfort.
    • Improved radar. Added radar icons on the loading screen.
    • Added custom playermodel and custom playerarms. CT's play as blue astronauts, T's as red.
    • Added an admin room with KILL ALL, KILL CT and KILL T buttons. In the future more functionality will be added.
    • Added additional ramps in between spawnloop ramps and middle centrifuge to encourage easier aircombat.
    • All speedboosts have now sounds to them. Both middle and top platforms have had their boosts cut off slightly before reaching the end of the slopes to avoid sudden stops.
    • All glass textures on the ramps have had their shadows disabled. It improved readabilty and removed akward shadowing on the models.
    • Bottom corckscrew ramps have been overall improved, albeit these will probably be replaced in the future, because I feel like they might not work out, period.
    • Cubemaps have now been 'properly' installed. No default cubemaps anymore.

    There are some other very minor changes, and the removal of some gaps that were barely noticeable.

    To test out all these changes, you can visit the workshop page to subscribe!

  • JorisCeoen
    • July 5, 2017 at 9:13 PM
    • #15

    I added a trailer for those interested to take a quick look into the map in-game:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • leplubodeslapin
    • July 5, 2017 at 10:23 PM
    • #16

    The idea of surfing on some sort of spacecraft in orbit around the earth is just freaking awesome already.

    The ultra epic gigantic rotating ring is crazy and does cool stuff with cascaded shadow.

    It feels like some geometry could have been added in 3D instead of texture work, but the art work here is really amazing too.


    Good job dude !!! Definitely one of the best surf map i've ever seen

  • JorisCeoen
    • July 5, 2017 at 11:43 PM
    • #17
    Quote from leplubodeslapin

    1 hour ago, leplubodeslapin said: The idea of surfing on some sort of spacecraft in orbit around the earth is just freaking awesome already.

    The ultra epic gigantic rotating ring is crazy and does cool stuff with cascaded shadow.

    It feels like some geometry could have been added in 3D instead of texture work, but the art work here is really amazing too.


    Good job dude !!! Definitely one of the best surf map i've ever seen

    Wow, thank you for your kind words... it means a lot to me :o

    Well, wherever I could I tried to use brushes, since they are less taxing than static props when people are standing on them. Any specific geometry you're referring to?

  • dimes2dope
    • July 8, 2017 at 5:51 AM
    • #18

    Very solid looking prop design, the Player model space suit is great too! Nice animated light up arrows and weapon highlights!

    Looks great.

  • clankill3r
    • July 10, 2017 at 12:59 PM
    • #19

    Well you made a great map, so don't beat yourself to hard over it.

  • JorisCeoen
    • May 29, 2020 at 7:43 PM
    • #20

    Next Saterday 6th of June at 1PM - EST I'll be hosting a livestream on the Wall Worm Discord channel on how to create Surf Ramps in 3DS Max in a procedural and easy way, and export them in matter of seconds with Wall Worm. Everyone who's interested is free to join the stream! I'll be covering a few things that are specifically aimed at Surf Mapping, and how you can create ramps as they appear in surf_galaxy, surf_greatriver_2015 and surf_snowslide. This includes -but is not limited to- the following:

    • Creating ramps in any shape or form.
    • Keeping those ramps procedural.
    • Preparing the ramps for texturing.
    • Creating collision models that are not buggy.
    • Exporting all the ramps straight from 3DS Max and also export them as a scene directly from Max as opposed to Hammer (just so you know both ways ;)).

    There will definitly be room for a few AmA's regarding surf mapping in general, so don't be shy and let me know of any questions you may have! I'll also prepare a few scenes that can be downloaded, and in case you can't make it, the stream will be recorded (most likely by myself but I'll be backed-up by other members as well). Before the stream starts I'll make another announcements here on the day itself.

    The stream will start taking place here: https://discord.gg/a6ZByvv

Participate now!

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