Jetsetlemming...Holy tiling textures, batman!
You HAVE to random that up a bit.
NightWolf...Looks good...except the metal floor that looks kinda plain. Maybe some stains or rust?
Jetsetlemming...Holy tiling textures, batman!
You HAVE to random that up a bit.
NightWolf...Looks good...except the metal floor that looks kinda plain. Maybe some stains or rust?
This wip is truly entertaining to read. You sure give alot of thought to everything. Those models sure do fit the TF2 theme. I would like to point out some things that catch my eye in a good way (I'm a huge airplane/hangar freek.)
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That looks cool as hell...I like how you make it look quite unlike a real hangar yet you can still tell what it is.
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I don't know if it's the angle...but the main focus is very cool.
Only crit is there is alot of open/flat areas...but I also know it's not done yet. I'm sure it will be a classic when it's done!
...And a few atmosphere changes to this one. Added a bit more detail as well.
I've been working on this map off and on for a while now. It started out as an idea as a hydro-electric plant. I was using common CS:S lighting and such and realized it was heading in the direction of looking like every other CS:S map out there. I added a sky made by hipshot called violentdays. There isn't exactly a location I can pinpoint where this would take place, but the map is based in a terrorist munitions/chemical plant in a canyon somewhere (I live to add-lib). The bombsites themselves need alot of work along with adding more detail and foliage.
Some of the inside scenes are very incomplete. The crates are there until I figure out something else I can put there.
Updated 17August2008
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Ya know...usually the GUI makes the screenshots more interesting to look at. It looks alot better without it. It looks great.
So much freakin' talent in this place!
Shacky - Awesome looking. Only thing I could possibly crit is the way the road curves itself kinda blocky instead of more curvy. But I know how much of a pain that can be.
-rt- - That's a cool shot...very abstract. I like it...alot.
DvS - Pubbers love those type of textures. looking good so far.
Albatros - You sure you don't wanna be on a "featured mappers" section on my site? Loving the spotlight and level of detail.
Working on a map...possible called de_hydro. Working on de_boston still, but need a break so I started this one. Very rough at the moment...prolly 60% done.
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Thanks for the crits... ![]()
Quotehave you got any screen of the layout?
...Not at the moment. There is only one big spot with streets accesible like that. The rest is restricted to corridor like areas.
Quotethe way you carved the windows into the building is totally going to kill the fps. make them modelled like dod:s and in clusters, that's gonna give you some slack to throw in even more details in other parts of the map. and it's going to look better.
...I work too many hours to learn to model at the moment. Those windows are not carved in...they're added brush by brush and anything not visible is nodrawed. On my POS computer I get 120 fps in that area after adding more trees and detail. The lowest I plan to go is 80fps anywhere in the map.
QuoteLooks to me like you need a bit of weathering or something on the corners of the buildings to define it a bit more. everything looks a bit flat at the moment. experiment with the lighting too. try a different time of day etc.
...I'm working on that thanks to that comment. I'm adding some decals I made to make it look a little more weathered. The lighting is where I want it at the moment...I even tried night time. I like daytime at the moment. I will tweak the color and brightness though.I guess I have a long way to go. Thanks all.
**Edited 30 NOVEMBER 2008**
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VTFedit help:
I have been using VTEX in the bin directory to make materials for the longest time due mainly to the fact I could never get VTFedit to work properly. When I open a TGA file in VTFedit, it makes the alpha 8 bit...but I notice I need 1 for translucent. It won't let me change it at all.
Is there something I'm missing? I thought you could just open a TGA and convert it to a VMT without problems. I also tried re-installing VTFedit but it eliminated Nice Filtered option right above the clamp-U option (see image below...changed it to unused).
So..in a nutshell...HOW DO I USE VTFEDIT to ENTIRELY make a translucent material? And why did I lose options when I re-installed VTFedit? Is there a tutorial anywhere to do this properly?
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Yeah..that did it.
Question: If it wasn't in my cfg...where was it?
I have this problem specifically to Counter-Strike Source. I don't get reflections off windows or weapon scopes, even water in game. But when I go to HL2, DOD:S or any other new Steam game, It looks fine....everything reflects that is supposed to. I set all the settings on high and even deleted my cfg folder to be sure it wasn't some setting I screwed up.
My CS:S used to reflect objects at one point. Any ideas what's going on? My dxlevel is set for 9. All my drivers are updated...I have a NVidia 6800.
Ran around it in my own game. Top notch man. I don't dare crit it until I play in a server. Looks astounding.
I'm amazed you have so much time and talent to make such a gorgeous map. My only crit is the church...looks kinda science fiction to me. But....even that is not bad...actually...looks cool as fuck. Just kinda colossal I guess is what I'm trying to say.
Awesome map Moroes....Looking at it gave me a warm feeling of the old 1.5 days.
I sure hope some servers play it...I'd love to play it against a crowd.
Lol....Silence! I wvill kill you!
**Warning! Aim style maps**
I was asked by the folks at http://%7boption%7d to make a few of thier Counter-Strike Source tournament maps. Go to http://%7boption%7d to learn more about the tournament.
Below is a preview of two of the 1v1 style maps. Another two maps are ready but under the request of XFX I was asked not to release them yet. The remainder of the maps will be released at a later date.
cs_xfx_challenge1
cs_xfx_challenge2
To download go to: http://www.xfxteam.com/index.php?page=downloads
Note: The issue with the purple/black checkers in the images have been fixed in the maps. I am trying to get them to fix the images on thier website to reflect the same.
Pogo: That looks nice. I like the look of the first 2 screenies...although the third pic looks wierd because of the grate texture.
Below are a few of the CGS tounament maps I'm almost ready to release:
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Because my website mainly deals with HL2/CS:S maps. I suppose other game engines can as well.