A map based in a beer distillery. I'm making this with Interfearance.
No confirmed final layout.
The graybox looks pretty nice so far.
A map based in a beer distillery. I'm making this with Interfearance.
No confirmed final layout.
The graybox looks pretty nice so far.
looks good so far, had an idea like this a while back, good luck!
Good work on the mid entrance ?
Hmmm, something like this?
@JorisCeoen minus the whole historic aspect and plus a more industrial feel in some areas. And also hopefully completed lol
Made a small update to make ct spawn nicer, there are some textures that aren't packed though. I still need to playtest the new sites.
Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel?
Quote from P0TAT01 hour ago, P0TAT0 said: Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel?
Is that how you do the multi-level radar?
Quote from mtchromatic56 minutes ago, mtchromatic said: Is that how you do the multi-level radar?
Multi-level radar is when the radar changes to a different radar, for lower and higher area's like de_nuke for example.
What I mean by using tar_overlap gives it stripes to indicate you're able to stand below and under it. You would use this for making a tunnel that would go under mix for example.
Of course I'm not the best teacher so I would recommend watching TopHATTWaffle video on TAR if you still don't get it.
Quote from P0TAT023 minutes ago, P0TAT0 said:
Multi-level radar is when the radar changes to a different radar, for lower and higher area's like de_nuke for example.
What I mean by using tar_overlap gives it stripes to indicate you're able to stand below and under it. You would use this for making a tunnel that would go under mix for example.
Of course I'm not the best teacher so I would recommend watching TopHATTWaffle video on TAR if you still don't get it.
Thanks for clarifying. I was messing with the tar_divider or something like that this morning, and managed to break the lighting in the map. : / I know that tar_overlap is a visgroup, I'll try that out later.
de_keg_v9_radar.ddsHere's the current radar
Oh dear. I saved a new version of the map file to test some different spawns and bombsites, and when I loaded up the map, it stuttered like it was making a navmesh, then crashed. Only indication of what was wrong was an error about EmitAmbientSound: warning, broadcasting sound labeled as SND_SPAWNING. Map still didn't work after various things, removing custom textures, removing all ambient sounds and soundscapes, copying and pasting the map into a new file. Some older versions didn't work. Loading up the workshop version without the console worked perfectly, so I might have to start again from there. 99% of the changes were just to the radar, it won't be too annoying to redo. Still going to try installing and compiling on another PC.
Compiled on different PC - crash still occurred with de_keg_v9.vmf Not even going to investigate further at this point, just going to work off the workshop version and save more backups.
I'm working on the areas near B, updated the workshop version last night.
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