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  3. The Horse Strangler

Posts by The Horse Strangler

  • [CSGO] Junction Assets

    • The Horse Strangler
    • November 21, 2016 at 9:06 PM

    For those of you that were following the progress of junction I had announced that I'd be releasing all of it's content for free use. In the package I've included the latest vmf (sorta) and vmf instance files. Once again, if you guys have any questions please hit me up on this thread versus pm'ing on steam. Ideally it will help answer questions for multiple artists and provide references.

    Free to use for non-commercial work, as long as you give me credit.

    DOWNLOAD LINK

    I'll update the assets 3ds scenes at a later time. Some models are missing collision meshes, but I deemed them not necessary.


    EDIT: Fixed download link

  • [CSGO] Junction

    • The Horse Strangler
    • November 21, 2016 at 7:52 PM

    Ya so apparently we did overwrite a updated version by accident. RIP. That has all the fixes to everything above. We'll be pushing that out later today.


    In the WIP thread I'll be releasing all the art and stuff, so check that out if you guys are interested in any of it.

  • [CSGO] Junction

    • The Horse Strangler
    • November 21, 2016 at 4:50 AM

    Ya dun caught us, never playtested it once.

  • [CSGO] Junction

    • The Horse Strangler
    • November 20, 2016 at 11:46 PM

    Hey guys and gals. We've finally finished this one up. Junction is a defuse map designed for competitive play that takes place in the heart of Shanghai, China. We've been working on this one for quite some time, and we're really stoked to release it. I've included a few screenshots here, for the full list check out the workshop page, and obviously the map!

    Big shoutout to all the mapcore peeps that ran around it and provided feedback.

    Credits:

    Mrtwo/Hordeu/HoliestCow

    Special thanks:

    General vivi

    FMPone for emotional support

    Terracotta for additonal emotional support

    WORKSHOP LINK

  • [CSGO] Transition

    • The Horse Strangler
    • November 20, 2016 at 11:43 PM

    ALRIGHT HERE IT IS BOYZ

    I've also updated the OP with new links and new images. There's a few minor things I might have missed, but those will be updated soon. I'll be releasing the content soon along with some wires of the assets and stuff.

  • [CSGO] Transition

    • The Horse Strangler
    • November 20, 2016 at 11:12 PM

    Here are some screens of the final version, radar included. Workshop link later today!




  • [CSGO] Transition

    • The Horse Strangler
    • November 19, 2016 at 8:12 PM

    Okay so for reals this time, map is coming out soon. Things left to do:

    • Final compile BSP, make sure it's all 100% gucci.
    • Do radar for both levels

    And that's pretty much it. Got busy with a bunch of art tests, updated blackgold for secret reasons, also landed a job at Gunfire Games! Past two months have been crazy busy. Thanks again for everyone providing feedback on bugs and stuff.

    Lastly I do not remember if I had mentioned this in an earlier post, but I plan to release all of the art from the map on the same day I officially release the workshop version. I don't have any documentation behind any of it (other than comments in the vmt's). I figured it best to have the thread here act as a mini AMA that others can see.

  • [Portal 2] Repercussions WIP

    • The Horse Strangler
    • November 5, 2016 at 5:48 AM

    You're killing me Lamar.

  • [CSGO] Transition

    • The Horse Strangler
    • November 5, 2016 at 5:47 AM
    Quote from RA7

    On 11/1/2016 at 6:12 AM, RA7 said: New release?

    THOON

  • [CSGO] Transition

    • The Horse Strangler
    • October 31, 2016 at 3:29 AM

    Thanks for all the feedback dude but that's all fixed, lol. I didn't ship that version with any clipping really.

  • [CSGO] Transition

    • The Horse Strangler
    • October 21, 2016 at 7:03 PM

    Model collisions absolutely pain me in source, it's so unnecessarily complicated. Anyways thanks for the feedback so far boi's. SOme of the mentioned things are fixed, but some of those presented angles will be adjusted. On the cover for the dropdown room, I totally agree. It's something I'd like to see play out some more but I have no issues with reshaping that area. That area structurally gave me a bit of a tough time, I definitely think it could use some additional iteration.

  • [CSGO] Transition

    • The Horse Strangler
    • October 20, 2016 at 7:22 AM

    IT'S OUT! (no not really)

    Wanted to get a pre-release version up for you guys so you could run around it and check stuff out. It should be finished pretty soon.

    Here's the steam workshop link. The final link will change once it's fully released (the bsp still has a temp name of de_junction_v20).

    Some quick notes about this version that's already known feedback-wise:

    • Performance is not ideal, models aren't fading out at all (this is already fixed)
    • Clipping needs some work on some areas to smoothen out player movement, and prevent players from leaping outside of the map. I generally save clipping for the very last in my workflow.
    • Some ivy isn't being lit particularly nice, not sure what to do about that other than adding fill lights. Thanks source
    • Navmesh is not optimized
    • Reflectivity values on a lot of stuff will be changed, phong etc.

    There's some other things that I've missed, but you guys should be able to run around in it and enjoy it nontheless. Map compile times are hitting 17 hours for a final, so iterating is getting annoying to deal with for large scale stuff. Map is very model intensive:

  • Counter-Strike: Global Offensive

    • The Horse Strangler
    • October 14, 2016 at 8:40 AM

    This was mentioned a couple of pages ago, so I'm a little late to the train, but yeah I kinda feel underwhelmed by the latest inferno. It's a good job overall but there's a lot of things that kind of hamper it. Compositionally it's a lot weaker than train and nuke. But in valve's defense they had a larger buffer between and after those maps. Inferno had a smaller turn around time I think.

    A lot of additional things that were omitted like phong also really surprise me, especially after including shader support for that on world surfaces. Inferno would REALLY do well with specular on a lot of those sculpted floor normal maps. I also really digged the hand paint spread they did for the main update page unveiling inferno, I would have liked to see inferno with a warmer atmosphere and color palette.

  • [CSGO] Transition

    • The Horse Strangler
    • October 11, 2016 at 4:01 AM

    Quick Update

    Got busy with some art test stuff, but hopefully should see a release within the next week or two. Thanks again for the support guys. In the meantime I took a little gif of the 3d skybox timelapse.

    [Blocked Image: https://i.gyazo.com/f1b1666287dbffbd8797369d4b543298.gif]


    Here is a mp4 version with a higher framerate.

  • [Tutorial] Make your own skybox for CS:GO

    • The Horse Strangler
    • October 3, 2016 at 5:48 AM

    Here's a nice video that talks about a couple of different methods.

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    QUICK EDIT:

    This is also a super great one for 3dsmax users, and well, probably overall. LINK


    Quote from Dosentti

    On 9/30/2016 at 2:06 AM, Dosentti said: ...it would be even better if you made your own tutorial that applies completely to csgo...

    The only thing unique is that you pretty much compile a smd, it's the same process as getting a custom model in the game more or less. Not trying to be patronizing or anything but a quick google search of "how to make a skydome" yields tons of results. I think there's a solid amount of information out there in much more detail than I can provide, and I highly suggest researching it further as each sky setup can be a little different here and there in terms of structure (clouds as separate mesh, fog layers, etc). Making skydomes is kind of a universal thing that more or less has the same workflow for every engine. The only difference between each is generally how you put together the shader or material, and/or export the model.

  • [Tutorial] Make your own skybox for CS:GO

    • The Horse Strangler
    • September 29, 2016 at 3:07 PM
    Quote from Dosentti

    16 hours ago, Dosentti said: Hmm.. It's always great to hear how to do stuff more efficiently etc, but in this case I bet I'm not the only one who could use tutorial. If you know one, please share link. Thanks. :)

    There's a ton of stuff for authoring skydomes in UE3/UE4. It's more or less the same workflow.

    Quote from Bevielis

    22 hours ago, Bevielis said: ...Here's how it looks in Nuke:....

    I was pretty surprised to see nuke using a skydome.

  • [Tutorial] Make your own skybox for CS:GO

    • The Horse Strangler
    • September 28, 2016 at 1:59 PM

    I would highly advise using skydomes instead of editing/authoring skyboxes. Not only is it easier overall, but it also allows you to iterate changes to the sky in the event you need to do so. Being able to quickly paint in additional cloud highlights, sun glare, horizon fog, etc is great for rapid iteration. While it is not impossible with a traditional skybox layout/workflow, adding additional atmospheric layers can become tedious very fast, especially as you might find yourself re-exporting multiple textures, versus one.

  • [CSGO] Transition

    • The Horse Strangler
    • September 22, 2016 at 8:46 PM
    Quote from Thurnip

    On 9/21/2016 at 0:02 AM, Thurnip said: how much of the textures and shaders are custom, and how much are like, CSGO default? this is a general question about CSGO maps :)

    100% of it is custom.

    Quote from cashed

    4 hours ago, cashed said: are you using a custom Color Correction?

    Nah, using the shacks cc. Shacks4Life

    Quote from catfood

    On 9/20/2016 at 6:55 AM, catfood said: ... first one is the outdoor brightness...

    I caught a screenshot of it as the tonemapping was adjusting, rip. It's not that bright outside normally.

  • [CSGO] Transition

    • The Horse Strangler
    • September 15, 2016 at 3:55 PM
    Quote from spa

    3 minutes ago, spa said: You have some tricks your willing to share to achieve this kind of lighting / bloom ? :D

    Looks amazing, keep it up!

    I plan to release all of the art shortly after I publish it to the workshop.

  • [CSGO] Transition

    • The Horse Strangler
    • September 15, 2016 at 2:42 PM

    Layout overview coming soon. Compile times aren't friendly atm (aka 24 hours just for vrad).

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