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Posts by Squad

  • Interlopers.net Half Life 2 Mapping Competition

    • Squad
    • April 24, 2014 at 12:59 PM
    Quote from blackdog

    (Not that I can enter but ) Does "new location" implies that you need to create a new set of textures and assets? Hope this won't be judged mainly on the artistic standpoint.


    Quote

    Can my level include custom assets?

    Yes it may, although they must have been created specifically for this content, by yourself or a member of your team. Custom assets are not a requirement and should be used sparsely. Try and make use of the stock assets a much as possible.


    Woops, double post. First one can be deleted

  • [CS:GO] Tulip

    • Squad
    • April 24, 2014 at 10:20 AM

    Congratz


    Looks totally awesome!

    Fog seem to be better than the pictures you showed before. There's one thing I'd like to point out: the interior of the church would look better with some more atmospheric lighting. At the moment, the lighting looks kinda flat in there.

  • Aww yisss. My mapcore shit came.

    • Squad
    • April 24, 2014 at 9:49 AM

    My stuff arrived some time ago too. Forgot to take the mandatory picture!

    Also got a white t-shirt, been wearing it so much it's already in laundry


    [Blocked Image: http://users.telenet.be/gus/mapcoreshizzle.jpg]

  • The Core keeps on giving!

    • Squad
    • April 24, 2014 at 9:35 AM

    Awesome! I'm very happy for you


    Out of curiosity, which magazine are you talking about? Or are you not allowed to give that out yet?

  • [CS:GO] Bagra

    • Squad
    • April 24, 2014 at 12:46 AM

    Awesome work, guys!


    All the best for getting into next operation

  • De_forlorn WIP

    • Squad
    • April 23, 2014 at 6:06 PM

    Got an overview of the layout to show?

  • Light beam from windows

    • Squad
    • April 23, 2014 at 12:52 PM
    Quote from Mapham

    I though about that, but texture should not be visible from the inside so it doesnt double.



    It shouldn't be visible from inside, as long as you don't add "$nocull 1" to the vmt's parameters.

  • Light beam from windows

    • Squad
    • April 23, 2014 at 12:21 PM

    You could make a transparant texture with a gradient and apply it to a non-solid func_brush.


    Also, I'd suggest to not start a new topic every time you have a question, but rather make one and put all your questions in there.

  • [Half-Life 2 EP2] Power Struggle

    • Squad
    • April 23, 2014 at 9:29 AM

    Been following your progress on this on Twitter a bit


    Congratz on release! Gonna download as well.

  • Material editor for source engine

    • Squad
    • April 22, 2014 at 10:01 AM

    Make sure to turn your diffuse image to black and white (save it as texturename_n.vtf or something similar first) and then convert it to a normal map.

  • I am making japanese style map, but I need more "asian" textures

    • Squad
    • April 20, 2014 at 4:12 PM

    CGTextures

  • WIP in WIP, post your level screenshots!

    • Squad
    • April 18, 2014 at 12:12 PM
    Quote from OrnateBaboon

    Having some trouble deciding what direction to take the map visually. Post process/fog is too strong in both cases though. Anyone got any strong preferences about what looks best? Snow theme is further along regarding work done to it, but should the sunny version be better, it is easy enough to change back.


    Also not sure how snowy it will have to be to get right. For example, will the grass and trees need snow on them to sell the theme? Also, some areas might look a little odd, since it is quite rare to see snow and palm trees in the same place.


    I think the snow version is a neat idea. Have you considered mixing both wheather settings? I mean: the snow version (without snow falling down though) with the sunny bright lighting. It would still require some tweaking off course, but perhaps worth a try

    You should then probably change the 3D skybox to make it look like the village/town is located somewhere in the mountains, to make the snow look more believable (which it is currently lacking a bit). de_cbble has some nice mountain models that could come in handy for this. Palm trees and tropical plants would have to go and foliage in general would greatly benefit from a "snowy" or "frozen" look. Trees could be replaced by trees without leafs or pine trees.


    Overall, looks like a solid map! Been waiting to try this one out, so I'll definately gonna run around in it sometime soon


    Here are some examples about the snowy sunny setting


    [Blocked Image: http://landarchs.com/wp-content/uploads/2013/12/landscape3.jpg]


    [Blocked Image: http://www.leschaletsduvillard.fr/_media/img/small/img-6955.jpg]


    [Blocked Image: http://www.fond-ecran-image.com/hotlink.php?photo=/galerie-membre/neige/st-veran-village.jpg]

  • Hammer Tutorial #21 "Optimization"

    • Squad
    • April 17, 2014 at 11:14 AM

    You can change the scale of overlays (use overlays, not decals). Make sure texture lock is on and just make them the size you want them to be.

  • [cs:go] de_import

    • Squad
    • April 15, 2014 at 11:13 AM

    Congratz on release!

    Map turned out really nice

  • Mapcore Advice: Tv's!

    • Squad
    • April 10, 2014 at 9:17 AM

    If you want to make sure your bracket is never going to come loose, use chemical anchor! It'll rather tear down the wall than come loose by itself


    [Blocked Image: http://www.pentagonfasteners.in/images/Chemical-Anchor-Resin-Capsules-With-Studs2.jpg]

  • Aww yisss. My mapcore shit came.

    • Squad
    • April 10, 2014 at 9:11 AM

    I can see that gif getting reposted a lot in random future topics

  • de_ali (working name)

    • Squad
    • April 10, 2014 at 9:01 AM
    Quote from HoT Ho11oW PoiNT

    Hey man love the map, the update helped quite a bit with the competitive nature regarding the approaches to B (which needs an update on the overview by the way).

    I found one small error though where you can drop the bomb between the hay cart on the ramp to A and the wall beside it, making it impossible to pick the bomb up. Otherwise keep up the great work.


    I'll have a look at that spot where you can't reach the bomb. Must've totally forgotten about the spectator overview, so I'll update that as well!


    Glad you like the changes and thanks for bringing these points to my attention!

  • Are counter-strike maps property of valve?

    • Squad
    • April 10, 2014 at 8:55 AM
    Quote from Mapham

    So if I build certain type of map layout, I own exclusive right for that layout? I am not sure how this makes sense if I dont have any copyright for the actual map content.


    The layout is your intellectual property, as it originates from your mind. If you didn't make any of the models/textures/whatever, then you can obviously not own that map content.

    Think of your layout as a greyboxed map, stripped from all stock and custom content.

  • DE_CROWN

    • Squad
    • April 10, 2014 at 1:00 AM

    What's with the French text in the 4th and 8th picture? "Hotel Du Cheval Blanc"


    Anyway, nice article, goes for the whole series btw, really enjoy reading stuff like that

  • [CS:GO]de_zoo

    • Squad
    • April 10, 2014 at 12:40 AM

    That calls for a Golden Gate bridge somewhere


    Thanks for the name suggestion!

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