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  3. Spherix

Posts by Spherix

  • WIP in WIP, post your level screenshots!

    • Spherix
    • January 20, 2014 at 3:37 PM

    I was bored today.


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  • [CS:GO] Southern France

    • Spherix
    • January 17, 2014 at 9:56 AM

    Hah, now that you mention it, it does kinda look like T-base there! Thanks for the comments, I somehow feel bad for texturing it.. It looks so clean atm =/

  • [CS:GO] Southern France

    • Spherix
    • January 16, 2014 at 6:59 PM

    One of the projects I've recently been putting quite some hours in is this one. I'm recreating the deathmatch map 'Southern France' (or mohdm1) from Medal of Honor: Allied Assault. Currently done with the inital brushwork and finally felt confident enough to show some people.


    Note; Zero effort has been put into lighting and textures yet; only the rough brushwork is done.


    Eyecandy if I may say so:


    [Blocked Image: http://i.imgur.com/Bt8t6vq.jpg]

    [Blocked Image: http://i.imgur.com/vtUqHq1.jpg]

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

    [Blocked Image: http://i.imgur.com/HOzHRS5.jpg]

    [Blocked Image: http://i.imgur.com/bLIn6zp.jpg]

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


    Now the huge task of texturing, lighting and detailing lies before me..

  • [CS:GO] De_marquis

    • Spherix
    • January 15, 2014 at 4:26 PM

    Lose the de_ tag.

  • [CS:GO] De_marquis

    • Spherix
    • January 15, 2014 at 11:30 AM
    Quote from Jpley

    We use some CS generic content that we think could fit a french street set like this. But most of the content is custom. I would say about 75% custom art.


    ^ You plan to release that ?

  • [CS:GO] ctf_facingworlds - Capture the Flag

    • Spherix
    • January 13, 2014 at 5:41 PM

    Thanks for the kind words, I had a blast as well. Time to move on for me though; I'll fully support anyone that feels like creating CTF maps for CS:GO, but I originally had no intention to even release this until I got word of several request topics . The server I listed above doesn't function, after a week of fiddling around where it kept failing to stick to a single map, I decided to cancel the subscription.


    Currently working on a nice deathmatch map, after that I'll likely look into making other gamemodes again, as I have a few other WIP's in that area

  • [CS:GO] De_marquis

    • Spherix
    • January 13, 2014 at 11:00 AM

    Wait a second.. is garbage holding up this huge concrete block?

    [Blocked Image: http://i.imgur.com/lfQ0j6a.png]

  • [CS:GO] De_marquis

    • Spherix
    • January 12, 2014 at 1:10 PM

    Man I need to work on my detailing skills..

  • [CS:GO] ctf_facingworlds

    • Spherix
    • January 9, 2014 at 4:49 PM

    Hopefully the last update for this particular map ;)


    Release topic:

  • [CS:GO] ctf_facingworlds - Capture the Flag

    • Spherix
    • January 9, 2014 at 4:48 PM

    Note: Focus for this map was on the gameplay, not on the visual aspects of the map.


    I've had to rewrite the entire gameplay of the map to Vscripts as dedicated servers weren't handling the entity based version properly, causing it to bug on them.


    It took a while since I've had to basically learn Squirrel (scripting language for CS:GO) from scratch and there's little documentation. It should now work properly and definitely more solid than before. Also added a few extra features since Vscript allowed me to do so easier than via entities.


    If feedback is as good as the first time I released this I expect to release the gameplay stuff as a prefab somewhere next week so others can create CTF maps that suit CS:GO better than this example map.


    Rating is appreciated ;)


    http://steamcommunity.com/sharedfiles/fi…s/?id=204941615

  • The random model thread!

    • Spherix
    • January 4, 2014 at 12:02 PM

    Might be the perspective but the glass shape of those goggles seems to be oval on one side and circular on the other ;o

  • [CS:GO] ctf_facingworlds

    • Spherix
    • December 21, 2013 at 10:01 AM

    After some hilarious playtesting sessions it became obvious that dedicated servers have a problem with the way the gamemode currently operates. Tried a lot of tweaks to get it working properly on dedicated servers but nothing seemed to sort it. Eventually my search lead to getting advice from a Valve developer which gave some very helpful pointers on how to possibly find the cause of the problem. (which likely lays in parenting triggers to a moving player) I gave it some thought and realized that spending hours debugging would not necessarily lead to a solution, but only to an identification of the problem. Since the gamemode is currently built up completely with entities I was already tempted to rewrite it in Vscript, and I've taken the decision to rewrite it completely now.


    Also in doubt if I should spend time making a proper CTF layout. I received a lot of feedback from people organizing tournaments and leagues that they are interested in the gameplay, but the most feedback I got was concerning the level not suiting CS:GO or adjusting all sorts of things, and that's not really what I aimed for. Whilst the level is perfect to draw the attention to CTF concerning it's status from UT, it is perhaps not the best example in terms of gameplay to introduce CS:GO players to the CTF concept. I enjoy game design a bit more than level design, so I'd rather find someone that wants to build a proper cs:go CTF map and use my gameplay instead. Thoughts welcome.

  • [CS:GO] ctf_facingworlds

    • Spherix
    • December 18, 2013 at 11:05 AM

    Uploaded to the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=204941615


    Do note though, I've already noticed a few issues that I'll release a patch for later today (can't atm cause of work), so I advise server admins not to run the map unless it's done via the workshop to prevent any version mismatching.

  • Disappearing brushes in CS:GO Hammer.

    • Spherix
    • December 17, 2013 at 9:56 PM
    Quote from misutow0lf

    I just get insanely frustrated at times telling walls apart from each other when using dev textures, more than anything else. I'm getting used to it though. No worries.

    Use more colors ;)

  • [CS:GO] ctf_facingworlds

    • Spherix
    • December 16, 2013 at 7:25 PM

    That is possible, yes. But what's the use of the money?

    As for the map, it's not intended for any serious CS:GO gameplay, only just to emphasize the concept of CTF being possible. I'll leave making great CTF maps that suit the game better to other mappers as I have way too many things going on atm ;)

  • [CS:GO] ctf_facingworlds

    • Spherix
    • December 16, 2013 at 3:49 PM

    I've made a quick video today to show the features of the gamemode as it stands at the moment.

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    The most important thing to do before I release this is deciding on the way to keep score. Keeping the respawning in mind, score cannot be kept in the scoreboard and thus a sv_maxrounds has no effects on this gameplay mode at the moment.

    Option 1: Update the team score on the towers, don't do anything with it untill server switches maps (by timeleft etc.).
    Option 2: Update the team score on the towers, and set a hard limit in the map (meaning you cannot adjust it) after which the map switches to next in cycle.
    Option 3: Don't work with the current deathmatch settings, keep the teamscore via the scoreboard and go by sv_maxrounds to decide when to end the cycle.

    Basically, best of both worlds would be ideal, seeing as a winning team cannot be declared by the game if the teamscore is not updated on the scoreboard. I couldn't find a way to achieve this via the ('new') custom .cfg you can set for a map, but if anyone does, let me know.

    Besides the gamemode, I've got to fix a few minor glitches before I'll release a playable version.

    Any comments / suggestions are welcome!

  • WIP in WIP, post your level screenshots!

    • Spherix
    • December 15, 2013 at 12:57 PM
    Quote from KOLARI

    Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong.

    The terrorists spawn inside the mountain and CTs on shore and docks.


    Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures.


    If you need a hand with CTF, I've got it pretty much set up for CS:GO.

  • Request: porting models from Goldsource (cs 1.6) to CS:GO

    • Spherix
    • December 10, 2013 at 7:44 AM

    Thanks, that was the advice I was looking for... I generally give maps that I port a facelift as long as it doesn't cost me too much time. Current way is to just generate content to let the climb scene grow for CS:GO after that, I'll switch to making pretty things. For now, I need help with porting some models.


    Topic can be closed, thought myself how to do it using 3DSmax and WallWorm's tools. Cheers.

  • Request: porting models from Goldsource (cs 1.6) to CS:GO

    • Spherix
    • December 9, 2013 at 4:37 PM

    I usually don't place any requests as I like figuring things out of my own, but I have zero experience with this. I'm continuously porting climb maps from cs 1.6 to CS:GO to help the community develop; currently working on a port that contains some custom (static) models and I haven't got a clue on how to convert them to CS:GO as I don't do anything with modeling.

    I'm looking for anyone to either do it for me, or teach it to me.


    Thanks!

  • Disappearing brushes in CS:GO Hammer.

    • Spherix
    • December 9, 2013 at 2:37 PM

    If it aint broke, don't fix it . Windows never comes up with the suggestion to update either, haha. At least my Hammer does it's job though

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