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  4. [CS:GO] Exotic Places Mapping Contest

de_keg

  • mtchromatic
  • August 15, 2019 at 12:22 AM
  • mtchromatic
    • August 15, 2019 at 12:22 AM
    • #1

    A map based in a beer distillery. I'm making this with Interfearance.

    No confirmed final layout.

    The graybox looks pretty nice so far.


  • phantasmagoria
    • August 15, 2019 at 1:55 AM
    • #2

    looks good so far, had an idea like this a while back, good luck!

  • Interfearance
    • August 15, 2019 at 2:59 AM
    • #3

    Good work on the mid entrance ?

  • JorisCeoen
    • August 15, 2019 at 6:57 PM
    • #4

    Hmmm, something like this?

  • Interfearance
    • August 17, 2019 at 5:33 AM
    • #5

    @JorisCeoen minus the whole historic aspect and plus a more industrial feel in some areas. And also hopefully completed lol

  • mtchromatic
    • August 25, 2019 at 12:16 AM
    • #6

    This is how the map is looking right now Radar doesn't show it too well, but the CT's have a tunnel that connectors to the larger bombsite.

  • mtchromatic
    • September 4, 2019 at 5:04 AM
    • #7

    https://steamcommunity.com/sharedfiles/fi…/?id=1849852026

  • mtchromatic
    • September 12, 2019 at 3:31 AM
    • #8

    Just updated the workshop version with a lot of changes to both bombsites!

    Images

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    • de_funcenter_radar.webp
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  • mtchromatic
    • September 17, 2019 at 4:44 AM
    • #9

    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.

  • gordonfeetman
    • September 17, 2019 at 2:24 PM
    • #10

    Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel?

  • mtchromatic
    • September 17, 2019 at 3:54 PM
    • #11
    Quote from P0TAT0

    1 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?

  • gordonfeetman
    • September 17, 2019 at 4:53 PM
    • #12
    Quote from mtchromatic

    56 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.

  • mtchromatic
    • September 17, 2019 at 5:18 PM
    • #13
    Quote from P0TAT0

    23 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.

  • mtchromatic
    • September 18, 2019 at 1:50 AM
    • #14

    de_keg_v9_radar.ddsHere's the current radar

    Files

    de_keg_v9_radar.dds 524.42 kB – 231 Downloads
  • mtchromatic
    • September 19, 2019 at 3:23 AM
    • #15

    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.

  • mtchromatic
    • September 20, 2019 at 2:15 AM
    • #16

    I only did one match because I am lazy. Bots aren't that useful for testing.

  • mtchromatic
    • September 21, 2019 at 4:56 PM
    • #17

    I'm working on the areas near B, updated the workshop version last night.

  • mtchromatic
    • September 21, 2019 at 8:46 PM
    • #18

    Testing out a new path near B


  • mtchromatic
    • September 22, 2019 at 4:34 AM
    • #19

  • mtchromatic
    • September 25, 2019 at 4:20 PM
    • #20

    This will make A retakes less boring

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