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  3. Spherix

Posts by Spherix

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 30, 2013 at 7:55 PM

    Nearly ready for playtesting


    Current setup:

    - You respawn if you die
    - Die whilst holding the enemy flag -> flag dropped
    - Falling off the world -> flag drops, player dies
    - The map keeps track of score
    - Capturing a flag: +1 teamscore, +100 kills for player that captured it
    - Enemy picks up their flag after it has been dropped -> flag returns to base
    - Game ends after first team reaches 15 points -> set hard in map.


    Various respawning entities in the game per base:
    - 2x +25 health packs, respawn every 20 seconds, max hp = 100
    - 1x kevlar, respawn every 30 seconds
    - 1x Smoke, Flash, HE grenade, respawn every 10 seconds
    - 2x Scout (SGG08), respawn every 20 seconds, ammo: 20
    - 1x AWP, respawn every 60 seconds, ammo 11 (can't set 10 -_-)
    - 1x AK47 respawn every 10 seconds, full ammo
    - 1x M4A1 respawn every 10 seconds, full ammo
    - 1x Steyr Aug respawn every 15 seconds, full ammo
    - 1x SGG556 respawn every 15 seconds, full ammo
    - 1x Galil respawn every 5 seconds, full ammo
    - 1x Famas respawn every 5 seconds, full ammo
    - 1x MP7 respawn every 5 seconds, full ammo
    - 1x P90 respawn every 5 seconds, full ammo
    - 1x Deagle, respawn every 10 seconds, full ammo

    Due to the modified game settings needed to force respawns, the game doesn't count teamscore in the scoremenu (some sort of a bug I assume); therefore the scorelimit is hard'coded'; I'd rather have it determined by the server owner via a mp_maxrounds, but then the respawning wont work properly


    [Blocked Image: http://s23.postimg.org/yuaeqadgr/2013_09_30_00002.jpg]

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 26, 2013 at 6:27 PM

    Ah, cheers. I'll get it ready for playtesting then.

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 25, 2013 at 12:50 PM

    I've got one too many projects running at the moment to customize yet another gamemode unfortunately, I'd say try something new yourself ;-)?


    As for the original question in the first post; does anyone have an idea on how I could finish this map? It's mostly the texturing that I can never be happy about..

  • [CS:GO] Size Reference while modeling in 3ds Max?

    • Spherix
    • September 25, 2013 at 11:17 AM
    Quote

    [Blocked Image: https://developer.valvesoftware.com/w/images/c/cc/Note.png] Note:Hammer units are equal to 3DSMax's generic units.


    https://developer.valvesoftware.com/wiki/Dimensions

  • Specific CSGO custom map causes "app already running".

    • Spherix
    • September 24, 2013 at 6:13 PM

    Re-read again, cause he is saying others dó work ;)

  • Specific CSGO custom map causes "app already running".

    • Spherix
    • September 24, 2013 at 6:04 PM

    The error is simply steam trying to relaunch CS:GO too fast after it has crashed, therefore saying it's already running.

  • CS_Insertion

    • Spherix
    • September 23, 2013 at 10:35 PM

    Looking good! If everything is custom, I do have concerns for filesize though

  • Did anyone try this tool on the Unity Game Engine?

    • Spherix
    • September 22, 2013 at 9:31 PM

    So you were trying to say, "would you please review my tool?"

  • The random model thread!

    • Spherix
    • September 22, 2013 at 9:31 PM

    Ah that explains. Somewhat glad I don't know crap about guns

  • de_REEF

    • Spherix
    • September 22, 2013 at 6:18 PM

    Heh, didn't even notice you are dutch as well ;o Mentioned it via the workshop comments; it's pure gold. Loving the art style.


    Manarola is also the first thing that came to mind when I viewed these screenshots, especially because it was posted on sites like Imgur not too long ago ;o

  • The random model thread!

    • Spherix
    • September 22, 2013 at 6:04 PM

    I find the wood to be a bit too shiny considering the rest of the piece shows wear though, other than that, I wish I had the skills

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 21, 2013 at 10:39 AM

    Yeah it's possible to change those settings, you can include CFG files in your map nowadays, so lots of client/server commands can be set from the map itself. I was thinking of gravity 200 indeed, 100 seemed a little to low, and 800 perhaps a bit harsh When are the usual playtesting sessions on mapcore?

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 20, 2013 at 9:53 AM

    That's perhaps the habits of CS players that they demand cover; the long distance weapons such as the scout and AWP have longer respawn times than the other weapons and are featured with limited ammo. Playtesting will have to prove if this needs changes or not indeed.


    The map itself is easily recognizable by many people, hence I chose it instead of creating a new map. I'm working on another new gameplay project that is far more advanced than the CTF; that one will launch with custom map(s)/content etc. Hence I'm saving the effort a little here by choosing a map that players can identify with easily, helping the acceptance/attention for such new gameplay.

  • [CS:GO] ctf_facingworlds

    • Spherix
    • September 19, 2013 at 6:48 PM

    I've hinted it earlier in the WIP topic; one of the projects I'm currently working on is a capture the flag game mode for CS:GO. This game mode will only use entities in Hammer, no vscripts or plugins are involved. The main gameplay is based on a CTF example made by TopHatWaffle for CSS, which I adjusted/improved here and there whilst making it fit for CS:GO.


    The point in my map is showing the community that it's relatively easy to introduce new (and fun) game modes to CS:GO without it needing to be one of the minigames/zombie etc. where people claim its just for fun and requires no skill/tactic. I've picked the best map ever for CTF in my opinion, FacingWorlds from Unreal Tournament 99.


    The gameplay is pretty much done at the moment and I'm getting it ready for playtesting. It features respawning weapons / armor / healthkits as seen in UT99 as well.


    My main issue at the moment is starting to polish, I've added some extra detail to the main towers since my last post, but I am terribly perfectionistic when it comes to texturing, and cannot seem to find anything that satisfies me, even when the main point of this map is not graphical awesomeness. Any tips/help regarding texturing is greatly appreciated.


    How it stands at the moment;

    [Blocked Image: http://s21.postimg.org/ftjo0gv8n/2013_09_19_00013.jpg]

    [Blocked Image: http://s24.postimg.org/6tjphkgh1/2013_09_19_00006.jpg]
    [Blocked Image: http://s24.postimg.org/5v3cfa351/2013_09_19_00001.jpg]
    [Blocked Image: http://s24.postimg.org/r9q4m21d1/2013_09_19_00003.jpg]
    [Blocked Image: http://s24.postimg.org/khzpj7cdh/2013_09_19_00004.jpg]
    [Blocked Image: http://s24.postimg.org/xdcajph0l/2013_09_19_00007.jpg]
    [Blocked Image: http://s24.postimg.org/c2eqffyw5/2013_09_19_00008.jpg]
    [Blocked Image: http://s24.postimg.org/z8z2uv5ut/2013_09_19_00009.jpg]
    [Blocked Image: http://s24.postimg.org/n5tr7ausl/2013_09_19_00012.jpg]

    Again, any help regarding texturing is welcome!

  • Can i use python scripts in UNITY???

    • Spherix
    • September 13, 2013 at 8:30 AM

    Do note, OP has not posted here since TS; yet started a new topic. I assume it's no longer of interest to the OP.

  • The random model thread!

    • Spherix
    • September 5, 2013 at 12:21 AM

    Damn that really blends in a whole lot better now. Nice work!

  • WIP in WIP, post your level screenshots!

    • Spherix
    • September 4, 2013 at 11:58 PM

    One of two projects I'm working on at the moment, CTF in CS:GO.

    Edit: Should note, I focus on the gameplay side atm.

    [Blocked Image: http://s10.postimg.org/5b94jerw9/2013_09_05_00001.jpg]

  • [CS:GO] Vscript question

    • Spherix
    • September 3, 2013 at 10:20 AM

    My apologies if this is not in the relevant section. I've been searching the net for a good resource/forum on CS:GO Vscripting, but I cannot find anything that's very useful aside from the Valve Wiki; which mostly contains L4D2 and Alien Swarm examples that have no use in CS:GO. I'm working on a new gamemode and I was wondering if it's possible to display messages on screen per user. Having a custom GUI/HUD element that can load variables would be the best, but I somehow doubt that's possible. I know of the various entities in Hammer that can show a message to players, but none that can target an individual player. The HUD needs to display a new team and individual score value. Any help is welcome; I simply don't know where to look. 'Source' and 'vscript' are too common search terms Edit: this https://developer.valvesoftware.com/wiki/CS:GO_User_Messages seems relevant, but since Vscript (squirrel) isn't really C++, what are they on about?

  • [CS:GO] De_Tunnels

    • Spherix
    • August 31, 2013 at 12:14 PM

    You mean Hammer editor?

  • de_investment - Update 2 (September, 7th)

    • Spherix
    • August 23, 2013 at 1:26 PM

    Reminds me of walking in an IKEA store

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