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Posts by captain0terror

  • [CS:GO] - de_cefalu_go - Beta released

    • captain0terror
    • January 28, 2013 at 4:12 PM

    Finally playing this!

    This is one of the best italy ports i've seen, and i'm not really a fan of italy themed maps =)

    Likes:

    -LOVE the layout and vertical combat

    -Extraordinary high amount of detail!

    -superb job on an original/creative italy theme

    -very pretty lighting and generally, a very pretty map

    -Fun gameplay!(i played as ct only)

    Dislikes:

    None really

    Room for improvement:

    -use smoothing groups to make some of the simpler structures, like this tower i'm pointing look better and alias those edges(don't know if i'm using the right term).

    - fps is shady in a couple places for me. my rig is old(2.26 core 2 duo), but still, maybe some optimization is in order, e.g., skybox optimization, prop fading, areaportals, hints, etc.

    - some structures are overly simplistic and could do with chamfering/bevel/trims, but if you are already experinceing any fps trouble, i know it would be tough to add more stuff.

    - some structures are a little blocky, but no big deal!

    - clippng: use triangular clips on stairs so it's "smoother" when you walk up them, and this should also help your navmesh creation, and hopefully shorten your vvis/vrad times.

    NOTE: FYI, i'm a former gs mapper with not a lot of experience with source and go mapping, so please take that into account with my n00bish comments =)

    Anyway i really enjoyed playing this map briefly, i wish you good luck completing it! =P

  • [HL2:EP2] Station 51

    • captain0terror
    • July 9, 2012 at 2:08 PM

    thanks!

    and ya i just read that about planet phillip too, i hope he decides to put the site back up!

  • [HL2:EP2] Station 51

    • captain0terror
    • July 7, 2012 at 8:02 PM

    oh shi... but whence may we download?

  • [HL2:EP2] Station 51

    • captain0terror
    • May 27, 2012 at 1:08 PM

    This looks amazing can't wait to try it! =)

  • (Halflife 1) Mayacore

    • captain0terror
    • May 25, 2012 at 3:39 AM

    This looks amazing trempler, downloading!

    your link is 404 btw, getting it of gamebanana

  • [css] cs_twhl_2012

    • captain0terror
    • May 18, 2012 at 3:46 AM

    [Blocked Image: http://i.imgur.com/q9jujt.jpg] [Blocked Image: http://i.imgur.com/fgEpJt.jpg] [Blocked Image: http://i.imgur.com/g2buWt.jpg]

    [Blocked Image: http://i.imgur.com/ZaZ1ot.jpg] [Blocked Image: http://i.imgur.com/AgU8pt.jpg] [Blocked Image: http://i.imgur.com/JQNyDt.jpg]

    [Blocked Image: http://i.imgur.com/JS9ZEt.jpg] [Blocked Image: http://i.imgur.com/k6cgNt.jpg] [Blocked Image: http://i.imgur.com/Z2KTYt.jpg]

    More Images

    This map is the product of the combined work of 8 TWHL members, started in the Team Mapping thread.

    [Blocked Image: http://gamebanana.com/css/maps/embeddables/165586?type=medium]

    Team Mappers

    Captain Terran

    Archie

    Ninja Defuse

    Urby

    The_©striker

    Hotdog

    Tetsu0

    Blitzkrieg

    More To Come

    - embed radar in bsp next version(thanks Arch)

    - improve look of radar overview

    - fix some broken/stretched textures

    - improve fps performance

    - update Navigation Mesh

    - Multiple camera previews via point_viewcontorl

    - layout changes possibly after testing

    - Sewer Section(cancelled)

    - new name (lol)

    - different gametypes(as, de, etc)

    - ???

    Done Recently

    - reshot screenies with AA on

    - hdr/ldr final compile

    - lowered some fade distance for interior props

    Thank-you for playing!

    Team.Twhl

  • [css] de_747 Beta

    • captain0terror
    • March 21, 2012 at 11:08 AM

    [Blocked Image: http://i.imgur.com/sYoA1t.jpg] [Blocked Image: http://i.imgur.com/VwH5ot.jpg] [Blocked Image: http://i.imgur.com/uWL42t.jpg]

    [Blocked Image: http://i.imgur.com/2UC2Ct.jpg] [Blocked Image: http://i.imgur.com/KPKUet.jpg] [Blocked Image: http://i.imgur.com/A4JvHt.jpg]

    [Blocked Image: http://i.imgur.com/Asv8vt.jpg] [Blocked Image: http://i.imgur.com/50HNet.jpg] [Blocked Image: http://i.imgur.com/AOBBnt.jpg]

    DE_747 - CS:S Bomb Defusal map for TWHL Competiton 32, Re-Invent a CS Classic.

    More Images

    GameBanana Download

    Objective

    CTs must try to save TWHL Flight 32 and the nearby fuel depot from destruction!

    Credits

    Everything is Valve afaik, besides a handful of textures.

    THANKS

    TWHL

    Cfoust, for Propper and good support in forums.

    The Mighty Atom, for HLLP and some help beta testing.

    Archie, for always answering my questions.

    =)

    Notes

    Most doors and windows on the plane and terminal are breakable.

    Originally, this was supposed to be a hostage rescue map, but i had a really hard time getting the hosties to follow me through the plane. SO i took up a TWHL member's suggestion to make it a bomb defusal map, instead of trying to figure out the navigation mesh.

    The plane is more or less a complete 747-400, with some obvious liberties taken like the air stairs in the back and some other things. All the seats and galleys are placed right where they would be on the real plane. (I DID take out a few rows of seats here and there, to allow better player movility)

    This is not the newest version of the map(i probably have at least 6-7 "imporved" revisons), but this was the last one I was able to compile with playable fps, despite all my efforts at optimization.

    I will do my best to release a newer version with the updates and playbable fps, but compiling is quite cagey at this stage, and i'm not promising anything. This will probably be my last cs:s map now that cs:go is coming out.

  • Learning Hammer

    • captain0terror
    • July 2, 2011 at 5:46 AM

    I use 3dsmax and i've tried UDK, but Hammer seems the easiest to me to learn and use. I suppose the more you use something the more comfortable you become, and every sort of editor will have it's own unique advantages.

  • Learning Hammer

    • captain0terror
    • July 1, 2011 at 10:59 AM

    Wow there are many good tips in here, but you are bound not to absorb most of them until you learn by example actually doing stuff.

    I would recommend re-reading this thread a few more times during your first couple of weeks mapping and try your best to try all the shortcuts and tips listed in the thread. In particular, the "ctrl+S" to autosave... (also, i would recommend setting up your autosave option to save frequently, and log more versions of the map than the default is set to (i use 5-minute saves and log 50 iterations of the map, and i also do a manual save of the vmf and logfile every hour or so of editing time)

    Quote

    Unreal and Radiant are from the future and Hammer is from the past.

    Sure hammer is old, but afaik, it's the easiest way on the planet to quickly and easily prototype your 3D world ideas, and has to be the most user-friendly interface out there.

  • [UT3] DM_Cauldron

    • captain0terror
    • July 1, 2011 at 10:47 AM

    whoa that looks really neat though i don't know anything about UT3 mapping! Reminds me of Mustafar from the the Star Wars prequel a bit.

    = )

  • [cs:s\hl2dm] Nuketown DEMO

    • captain0terror
    • June 16, 2011 at 10:12 PM

    MORE SCREENS

    [email protected]

    Steam: [email protected]

    Send PM

    ***

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