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  3. RedYager

Posts by RedYager

  • 2 Maps for Fistful of Frags

    • RedYager
    • July 5, 2013 at 4:28 PM

    Hello, I thought I'd post here to both show a few things I've been working on and to promote this great mod a bit.


    The latest Fistful of Frags update comes with two maps I've worked on over the past several months.


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    'CrippleCreek'


    Cripplecreek is a fairly large and open map, I started with a rough sketch but no clear idea of how it would play like or what sort of gameplay it would accommodate. With the help of the mod creator we found a fun solution. Vigilantes must go around the map collecting loot sacks and bring them to a cap zone, the desperado's must prevent this. The cap zone fixes to a moving train after the first loot capture, and that's when the chaos begins, the trains route can be changed by using rail switchers at junctions (You can see this in the video above).


    Mod Creators comments

    Quote

    CrippleCreek is a world on its own. The playable area exceeds anything we have seen in FoF before, and despite the huge draw distances it's really well optimized. There's a player controlled mini train that is key for gameplay purposes. Features a new game mode called 'Gold Rush', this is an asymmetric mode where a team grabs loot sacks and tries to capture them at specific locations. In this case, a shack and later a moving train. The train tracks can be switched shooting at them (or using any other attack, as dynamite in video).

    [Blocked Image: http://i.imgur.com/iOOu1Ur.jpg]


    [Blocked Image: http://i.imgur.com/ULfWTVR.jpg]


    [Blocked Image: http://i.imgur.com/qhwBnll.jpg]


    [Blocked Image: http://i.imgur.com/ZXqOVeq.jpg]


    The biggest challenge alongside making this map fun was optimising it, since it was so big this wasn't easy. I managed to get the map running quite well using a few straightforward methods. The first is simple fade distances on static props, I gave props the same start and end fade distances wherever I could, as faded props don't go down 'the fast path',what this means fully I don't know, but what I do know is that they take longer to render. The second method I used was to combine many props into a single prop, this took a lot of work but was well worth it, the performance gained was really noticeable. I also tried to reuse textures wherever I could on the models.


    'Rio Bravo'


    Since I made so much new content for the first map I thought I should at least create a second so it saw its use. This map was much more relaxing to create, once I had the gameplay blocked in so early I was able to relax and just have fun making it. Its a symmetrical design with several layers to it, and is quite a dangerous environment. Falling to your death and avoiding a fast moving train spilling explosive barrels gives you something else to worry about alongside dynamite throwing lunatics. There is no visibility blocking in the map, so I used the same methods for Cripplecreek to keep the frame-rate steady.


    Mod Creators comments

    Quote

    RioBravo is a symmetric map where both teams bring loot back to their bases. The game mode is more conventional but its layout is quite innovative. There are multiple layers, combat in z axis is key to win, and there's that little train dropping explosive barrels. As you can see in the video, enemies will kick your way out of the map and beware of silly missteps! Time will tell, I wasn't very convinced when I saw it at first, but I think this map will be among the favorite ones for lot of players.

    [Blocked Image: http://i.imgur.com/1skE5h2.jpg]


    [Blocked Image: http://i.imgur.com/YzCOJAC.jpg]


    [Blocked Image: http://i.imgur.com/bmc2zUp.jpg]


    I should have been showing WIP's of these previously but I found I didn't have much confidence in the work and was unsure if I'd ever finish them. I'm glad I did mange to finish them, I owe R_Yell, the mod lead a big thank you for keeping me motivated to get these out, and for keeping the FoF mod alive after so many years. In total I added 177 new props and a bunch of new textures.


    I also created the train you can ride around on

    (Click)

    [Blocked Image: http://i.imgur.com/Umu0lyZl.jpg]


    Many thanks, and DOWNLOAD THIS GREAT MOD


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    And please vote YES on Greenlight!


    [Blocked Image: http://i.imgur.com/hopnv8Z.jpg]

  • [CS:GO] Water bugging/cutting?

    • RedYager
    • June 18, 2013 at 10:12 PM

    No problem

  • [CS:GO] Water bugging/cutting?

    • RedYager
    • June 18, 2013 at 9:44 PM

    From the look and scale of your map, I think you could easily get away with creating several larger water brushes. And for displacements, It wouldn't be too much effort to convert those cliffs into them, select the brushes, open the 'face edit sheet' or texture tool, de-select the bottom faces and then hit create displacement, just make sure the faces have four sides so you might have to clip them a bit.

  • [CS:GO] Water bugging/cutting?

    • RedYager
    • June 18, 2013 at 4:15 PM

    Hello, I have seen these particular problems before. I am fairly sure that if you convert those cliffs into displacements, that you will no longer see these clipping issues. But remember that you can only convert quads into displacements so the top surface's may not currently be ideal. You can still control visibility by placing brushes within the displacements.

    With regards to water surfaces disappearing at certain angles and a host of other related issues, water surfaces placed at different heights to each other can cause this. Check this out:

    Quote

    RequirementsTo make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map.

    • There may be only one water level height in a PVS if the water is expensive.
    • "Expensive" and "cheap" water may not be used simultaneously in the same PVS.
    • The water's surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.
    • Water is created by applying a water material to the top-most surface of a brush, while covering the remaining faces with the tools\toolsnodraw material.
    • The water_lod_control entity controls the distance at which expensive water transitions into cheap water.
    • An env_cubemap entity must be present for the water surface to render properly on sub-DX9 hardware.
    • Areaportals may never cross the water surface.
    • Water does not seal the map.
    • Only the top of the brush renders correctly when seen. The sides and bottom are not rendered.

    Water does not work with brush entities, and should not be attached to an entity. Water brushes included in any brush entity will not render correctly. The only exception isfunc_water_analog.

    https://developer.valvesoftware.com/wiki/Adding_Water#Requirements

    Hope you can solve this

  • de_ali (working name)

    • RedYager
    • June 16, 2013 at 3:06 AM

    This is a lovely looking scene, the third screenshot makes me want to jump in and walk around.

    Very good work Squad

  • General Hammer Editor Tips

    • RedYager
    • June 8, 2013 at 3:06 AM

    I wish I knew some of this stuff years ago, but I can only blame myself for not looking. Oh the pain I could have spared myself.

    Many thanks for sharing this great information.

  • The Hunter

    • RedYager
    • June 1, 2013 at 7:41 PM

    Epic, I tried this game thinking I'd quit within a few minutes, ended up spending dozens of hours in it and subscribed for a month. The environments are just beautiful, its very immersive and sounds great too.

  • A Hat in Time on Kickstarter!

    • RedYager
    • June 1, 2013 at 2:11 AM

    Oh wow, tremendous success and only 3 days in, congratulations!

  • The random model thread!

    • RedYager
    • May 30, 2013 at 10:58 PM

    Man the scope is epic, great job!

  • Conkers Bad Fur Day Commentary

    • RedYager
    • May 28, 2013 at 2:47 PM

    And just last night I was listening to the soundtrack reminiscing all the crazy fun I just to have with CBFD, thanks for sharing this!

  • Survarium

    • RedYager
    • May 14, 2013 at 7:59 PM

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-17.jpg]

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-18.jpg]

  • Road Redemption

    • RedYager
    • May 10, 2013 at 5:18 PM

    $163,606

    NICE

  • Road Redemption

    • RedYager
    • May 9, 2013 at 5:41 PM

    $123,000 out of $160,000 with 67 hours left BACK THIS SHIT PPL

  • Raindrop

    • RedYager
    • May 8, 2013 at 2:06 AM

    I got some Roadside Picnic vibes from the Teaser

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    Music is great too

  • ITT: Post maps/scenes that never saw the light of the day.

    • RedYager
    • May 6, 2013 at 1:21 AM

    FMPONE, how do you produce so much quality work so fast? You've done more in the past few months than I will for the next 10 years

  • WIP in WIP, post your level screenshots!

    • RedYager
    • April 28, 2013 at 4:53 PM

    Holy moly Rockdude I love how that looks and you had me at Smash Brothers.

  • Call of Juarez: Gunslinger

    • RedYager
    • April 22, 2013 at 7:32 PM

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  • Survarium

    • RedYager
    • April 10, 2013 at 3:53 PM
    Quote from D3ads

    Wow those shots are jaw-dropping... GIMME SINGLEPLAYER FFS PLZ

    Shut up you haven't even played COP yet. GO BECOME A REAL MAN.

  • Survarium

    • RedYager
    • April 10, 2013 at 4:50 AM

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-16.jpg]

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-15.jpg]

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-14.jpg]

    [Blocked Image: http://survarium.com/sites/default/files/screenshots/survarium-screen-13.jpg]

    Why does this have to be free to play =(

  • The random model thread!

    • RedYager
    • April 10, 2013 at 3:15 AM

    I think Knj was referring to EM's Dragunov looking rifle. There's something about that galvanised metal finish on it, not sure what to think of it.

    Neil I think the plane is badass, Love the triforce gun sight on the front! I also like the house, the only thing that looks a little off to me is that squashed up green roof tile. What have you rendered these in, Marmoset TB?

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