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  3. ©orporatefilth™

Posts by ©orporatefilth™

  • (BETA)De_Subtransit

    • ©orporatefilth™
    • December 23, 2013 at 11:18 PM

    Latest update adds cubemaps and layout changes. The layout is final, Feels great, and has tons of opportunities for exciting gameplay. Check it out, and let me know whats good and especially what's bad. I need to know these things X(


    [Blocked Image: http://cloud-2.steampowered.com/ugc/702858037178661595/054AFC9FEC7765DE2750D4063B937BA73A82F57E/]

  • {CSGO} Arms Race (AR_CF-Paintball)

    • ©orporatefilth™
    • December 23, 2013 at 8:33 AM

    Check it out and let me know what you think. Works with bots and has working radar. Originally wasn't going to upload this, but while playing it with bots i realized there may be some fun to be had on this map after all. So here it is, for all the world to see, cf-paintball! [Blocked Image: http://cloud-3.steampowered.com/ugc/7028580371…5BF05EE45A71E9/]http://steamcommunity.com/sharedfiles/fi…s/?id=206969627 This was my first map on the source engine, built for the core purpose of learning the engine. After making this map, i immediately began working on de_subtransit without ever giving this another look until today.

  • (BETA)De_Subtransit

    • ©orporatefilth™
    • December 15, 2013 at 1:37 AM

    Just updated my map with a few layout changes and lighting adjustments. The radar still doesn't work right, but i'm still working on it. I think i'll be tweaking the layout for a while until i get it right, and you'll probably see a post for every "important" update. So look forward to seeing more progress soon.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/703983393840157884/0EDA51838A31F66B9CEB93076BF5B0D41AB07B6C/]

  • (BETA)De_Subtransit

    • ©orporatefilth™
    • November 27, 2013 at 8:31 PM

    I'm proud to present my first map for source to be released to the public. I've still got a lot of work to do in the map because i haven't gotten the source engine completely figured out yet,..But i started a month ago and worked my way here. So now, without further ado, de_subtransit.


    http://steamcommunity.com/sharedfiles/fi…s/?id=198606730


    [Blocked Image: http://i44.tinypic.com/24domyq.png]


    So far there are a few obvious issues that keep this version a beta and not final, that is missing textures in unexpected places, missing models, (ex. tunrstiles, escalators, 3d skybox) and some that need to be replaced (the subway train, the train tracks, the restaurant sign, the servers etc.) but my incompetence with importing models into source has set me back some steps so no custom models as of beta 1.0 They should be added some time in the beta stage.


    Let me know what you guys think, where i should take it, and most of all, just play it!


    also spawns are not set for deathmatch, the map was meant for defuse gameplay...

  • WIP in WIP, post your level screenshots!

    • ©orporatefilth™
    • November 21, 2013 at 1:38 PM
    Quote from esspho

    maybe add a closed door or something to this bridge:

    http://i.imgur.com/WXfamNN.jpg

    Not a bad idea

  • WIP in WIP, post your level screenshots!

    • ©orporatefilth™
    • November 21, 2013 at 8:23 AM

    Finally showing work in progress shots my first source map, "de_subtransit". Expect future versions to have plenty of custom models including a brand new train (with variations) to replace the default cs:go prop. I just haven't had much luck with importing models into cs:go lately. Custom textures will replace many of the default walls and floors as well. I haven't started beta testing yet, my computer is fairly old hence the low quality textures. But compiling this map (it's pretty big) takes at least a day on my poor machine...


    But, without further ado, Subtransit.


    [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698733752557/83436CBAF3F3655A12C7652BCF25E4CD394E4ACC/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698733755065/3781B590E9D5827E5BE08FFCD1036BB027B8A83D/] [Blocked Image: http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/] [Blocked Image: http://cloud-4.steampowered.com/ugc/723121698738812550/2F083AF772F3DAF8F897B1B5DFC7A93AEA2C2843/] [Blocked Image: http://cloud.steampowered.com/ugc/723121698738806530/A3B809BB35516CF8F3E7723E4B555ACABC391D7F/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698738809643/2CD771C64872F122E48CCD9287C8A021F38CEF7D/] [Blocked Image: http://cloud-3.steampowered.com/ugc/723121698734310284/05A2A3239E3B1DA848D763A64A5887FFD668E29E/] So tell me what you think of it, What could look better and what you'd like to see changed. I'll take any sort of criticism as long as it's reasonable.

  • WIP in WIP, post your level screenshots!

    • ©orporatefilth™
    • October 4, 2013 at 8:38 AM
    Quote from Puddy

    This is actually one of few sketches that actually stands out. I think having an iconic mid through a tunnel would be hella-sweet.


    Start blocking this shit out asap. Also, urbansubway sounds like a total half-shitty custom map. Use an iconic one-word name! Subway, tunnels, I dunno... something!

    i appreciate the name idea, but it was my favorite. My other open options were "DE_Underground" or "DE_Metro" Both of which might be taken. I however know for sure that Subways and Tunnels were already taken by other maps. But it is not too late to change the name if it comes down to it.

  • WIP in WIP, post your level screenshots!

    • ©orporatefilth™
    • October 4, 2013 at 8:23 AM

    This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.


    [Blocked Image: http://31.media.tumblr.com/cdf22b05c933b13aa4f625cbd6ba531d/tumblr_mtnhjgXyLE1r35d9co1_r1_1280.png]

  • The random model thread!

    • ©orporatefilth™
    • September 25, 2013 at 3:12 AM

    made for a map that never got finished. An oriental themed casino.

    [Blocked Image: http://oi43.tinypic.com/ddfarp.jpg]

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

    • ©orporatefilth™
    • September 25, 2013 at 3:08 AM

    A map i made for killing floor but lost on a faulty hard drive. Long time ago though, like 2008-2010 It was a subway and i had a model of a train on the tracks but never got a picture of it...Wasted effort.

    [Blocked Image: http://oi39.tinypic.com/303afxe.jpg][Blocked Image: http://oi41.tinypic.com/29qldz5.jpg]

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

    • ©orporatefilth™
    • September 25, 2013 at 2:43 AM

    I know models in source sdk can't be resized, which i hate with every inch of my being. When making a custom model for a map, how do you know how big to make it? Is there a height i could set a box to, to represent the height of a player? If so, how tall are they? I'm pretty new to CS:GO and can't make sense of exporting models, because i would really rather importing a character model into 3ds max, but i can't figure out how. Is this the usual way? Can anyone link me to a tutorial for this? If not, I could just keep importing the same model with different sizes to see which fits the best, but that sounds like a huge pain. Thank you in advance.

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