I've been trying out Substance Painter demo and was thinking about using it to texture my custom props for CSGO. Unlike the source engine, it uses a PBR shader as standard. I was wondering if anyone had any experience with using it for CSGO, and how you would set it up for use with the engine. What maps can you add to a texture or material for the source engine? It seems slightly more basic than the Unreal Engine. I was also thinking about giving Substance Designer a try to for making some custom textures. The latest maps in CSGO use hi-res textures, is there any guidelines on how and when to use them, do they have a significant effect on rendering or FPS?
Posts by MinorThreat
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Quote from Terri
46 minutes ago, Terri said: We generally request you wait at least two weeks before resubmitting. As well as this, after checking the map I concluded that there was not enough change on the level's layout to require additional play testing at this point in time.
Okay.
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On the submission form it says, "Please take more time iterating your level before submitting again". Could you please explain what you mean by this? I've addressed pretty much everything that was raised during the last playtest.
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I've made some amendments following last Sunday's playtest. I've addressed most of the issues raised and made a few adjustments of my own. I'm planning on testing it again soon, so if you have any thoughts on the changes I've made, then please let me know!
Workshop Link:
http://steamcommunity.com/sharedfiles/fi…s/?id=845638379
Changes:
-Made plant zone at B narrower
-Increased the size of the buy zones
-Fixed the clipping on the lorry and truck at B
-Added stairs in place of the ladder in the warehouse window room
-Removed the forklift in the warehouse entrance at A
-Added a hiding place in the room overlooking B to enable Ts to cover the bomb once planted
-Added a screen behind the mid window to block unwanted lines of sight
-Changed the cover at the choke point at the A side entrance; CTs can now cover the opening from within the fenced area from behind a box
-Moved the entrance to the window room at A tunnels
-Moved the blocked entrance at CT-side of the warehouse in order to utilise it for cover
Overview:
Screenshots:
Spoiler
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Hi guys, just submitted my map for playtesting this Sunday, hope it isn't too short notice. Hope to see you there!
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Quote from WhatGrenadeWhereDisplay More
9 hours ago, WhatGrenadeWhere said: Hello. I'm new here. I have some feedback. I colored the OV.
White Line to B: Seems like an unnecessary long line of sight. Maybe re route along the Blue Lines to B and get rid of the section below the White line.
Orange Boxes at B: Possible cover points. Maybe add another train track and box car, some work vehicles? And the CT route straight to B is quit boring and long. Feels like the map is a tad too wide?
Green Box at Mid: Is the current battle area for Mid. If you rotate the shelves along the Red Box and pull back the orange wall on CT side. It will open the Mid up and give CT a bit more option. Right now, T can set up in the bottom right corner and wait for CT to come around that bend.
The underground section isn't needed. Didn't use it once. But keep the stairs at Mid on CT side.
Hope this helps.
Hi there! Welcome to the forums and thanks for your input. I will definitely try the things you have suggested, they all seem to make sense! I'm sometimes a bit stuck for ideas when it comes to placing cover, so I'm very grateful for your opinions on that matter. A lot of people have said that I should lose the underground section. I've tried a lot of different ways of implementing it because I liked the idea, but I suppose ultimately it is unnecessary and it's about time I just got rid of it.
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Hello,
I've recently tried my hand at sorting out some of the issues that this map suffers from, as were mentioned in previous playtests that happened a while ago. I was toying with the idea of changing B, as the bombsites seemed too close together for my liking. I have moved it to be beside a building which I have extended in order to space the map apart. I have also changed the layout of some of the existing routes. I was hoping to playtest this map again soon, but I thought it would be best to get some feedback first before I submit it. I would appreciate any thoughts!
Here's the Workshop link if you'd like to have a run around. I had problems packing the .nav file, but it only takes a minute or to to build (on my PC anyway!):
http://steamcommunity.com/sharedfiles/fi…s/?id=839086804
...And here's some slightly underwhelming screenshots of the changes I've made on the B side of the map, along with the overview of the revised layout:
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Looks good mate, keep it up! I'm currently working on a very similar map, I feel like I'll be accused of copying you when I finally have something to show!
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It's really quick to calculate the angle, it probably depends on how accurate you need to be. With a large object, like a barrier or a railing for example, I find it easier to do it this way than by eye.
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Use the Pythagorean Theorem to calculate the angle of the slope, then place the object in question on the slope. Press Ctrl-M to rotate the object around the appropriate axis by a set numeric value; you may have to enter the angle as a negative value depending on the direction of the rotation.
This is a handy tool to help you calculate the angle:
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Hello all,
I've made some recent changes to my map in order to address some issues raised during the last playtest. I'm starting to think that level design really isn't my forte, but at the same time I don't want all the effort I've already put into it go to waste. If you are already familiar with my map from previous playtest I would appreciate your thoughts on the changes I've made.
These are the steps at mid. I've blocked off the entrance to the left of the window and made the window larger and easier to jump through.
Steps at mid.
Steps at mid.
Entrance to side building at B long.
The lower floor of the side building. I've done away with the steps up to the window room in favour of a ladder. I decided to do this because I felt that it was too easy for the Ts to take the window room and too hard for the CTs to defend mid from the window. The doorway on the left leads to the mid steps, and the far doorway leads to the tunnel. A few people on previous playtests have said that they thought that the tunnel was redundant, and should be removed entirely. I figured that if there was a route into mid via the stairs, there may be more point to it. This will probably be the last time I try and make it work before it goes.
The upper floor of the side building and the top of the ladder. I've closed off the unwanted space on the upper floor. It may not be apparent from this screenshot, but the entrance to the window room is now more of a doorway than a big opening. This will hopefully mean that Ts rushing through mid and past the window will find the window room easier to check and are less likely to be shot in the back on the way to A.
The tunnel entrance at A side. I've added a window so that the people can cover the corridor leading out to the side yard.
The view from the window at A side.
The steps down to the tunnel at A side.
I haven't made any changes to this area. The reason that I included it is that I was considering blocking this entrance off, and was wondering what people's thoughts on this idea were?
These last screenshots are of the long route to B. There was a lot of criticism of this area in the last playtest. I've been thinking of ways to improve it, with ideas ranging from a radical redesign to simply adding and rearranging some cover. If anyone has any thoughts or suggestions I would be very grateful, I'm not really sure what to do with it to be honest.
I would like to playtest this map again soon, so I thought it would be a good idea to make sure that there isn't anything obviously wrong with the layout before I submit it.
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Quote from Logic
1 hour ago, Logic said: The underground area feels like a really forced idea. There are plenty of routes for the T's already and since the playtest was quite T-sided it might be a good idea to remove it. Connecting the far left to the far right like that just doesn't seem to be a good idea to me

Yeah, I'm gonna get rid of it. Tried a few ways to make it work but probably be best without it.
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Have it set in the Coliseum itself with lions and epic chariot races.
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Quote from Freaky_Banana
4 hours ago, Freaky_Banana said: For me it looks like mid was overpowered (but I have to admit I never even started up this map, so this is judging just by the overview ! ). As soon as Ts have broken through the initial mid defense, they can go onto any of thw two sites and control the rotation paths (which seem rather narrow btw). Its just that they will always be able to outnumber the CTs on the site they want to take after they took mid. At least that's what it looks like for me. I hope I made no wrong assumptions and that this helps
!Cheers!
Yeah I need to do something about the connecting paths, I'll probably try blocking part of it off so there is no longer a route to A (worth trying at least). No one seemed to go mid during the playtest, I'd hoped it would be the hardest to get through for Ts and bear the greatest reward. I also wanted it to be the main area of focus for the map. Didn't really play out that way.
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If anyone involved in tonight's playtest of my map, de_docks, could leave any feedback I would appreciate it!
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Just had a playtest of the changes I made. Last time it was CT-sided and now it's T-sided- can't really put my finger on why that is! If anyone would like to leave any feedback it would be appreciated!
Here's the layout for you, @jackophant:
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Thanks for your replies. I don't know why it didn't occur to me to look at the nuke example VMF to see how it was done. On the subject of official practise, I recall seeing an article somewhere on the internet demonstrating how Valve build a level. It focuses on a Left for Dead example map and it shows the various stages of development, including a stage where the artists draw over some screenshots. Does anyone know where I can find this page? Bit of a long shot maybe...
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Can anyone explain to me how to add a breakable door to my CSGO map in Hammer editor? I'm talking about the model doors, as seen in nuke and assault.
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The server's disappeared from my favourites list and when I try adding the IP address again nothing comes up. Anyone know what the problem might be?
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Quote from jackophantDisplay More
[Blocked Image: https://i.imgur.com/plg1zw8.png]
Here you go @MinorThreat, I reckon the changes I've drawn out here are fairly concise, but one thing I can't effectively show is the number of 64 unit boxes. Please do not use these, ever. They are awful and massively unfair. You can use them for self boost jumps, just out of the way of anywhere someone can easily abuse them for super effective cover.
Green areas are somewhere you should add:
- The green boxes in mid are your shelving. It absorbs SO MUCH damage, and make firefights very irregular, box them out in dev, or stack them full of crates, either way, make it more solid so people can play around it more.
- I've blocked the door to the right of the window from the B path as it made going mid pointless. CS isn't fun when you keep getting shot in the side of the head because you have too many places to watch. It also concentrates the flow of players better and give more of a reason to hold window to keep people off mid.
Red areas are something you should remove:
- That underground path offers nothing tactically. You go towards A, get smoked off at the tightest choke point in the world and then just run past mid, past the defensive window, past every CT in the map, and just pop behind them in window. It honestly breaks the map the most for me because right now mid window CT has to watch front right and left by himself.
The blue lines are all pretty ridiculous sight lines:
- The one outside B, CTs can get to those boxes and start auto-sniping Ts before they're even down the stairs. It is a horrible engagement, not only is the CT very hard to spot against the shady corner, but anything other than a scoped weapon is pretty useless, especially because they'll be hiding behind a 64 unit box.
- The long sight line from A across mid is again, aided by 64 unit boxes. The person sitting near A can very easily spot Ts running up mid and pick their heads off from complete safety.
- The short light running north to south in the tunnels outside A is another 64 unit pillbox. CTs just sit there gunning Ts down in a tight corridor with 99% of their body hidden, even more effective when smokes are present.
- The shorter blue light across the A tunnels / mid connector isn't a massive issue in itself, but the back drop is very dark on the left end of it making it hard to see. I like what you've tried with the plastic drapes, but they also impinge visibility, so maybe if you can slide them sideways to minimise their impact, that could be enough.
The yellow line just highlights a very fast rotate:
- CTs can play pretty aggressively on this map, even on mid, so to then have a fast rotate is pretty brutal.
Sidenotes:
- 64 unit boxes are bad mmkay?
- Squeaky doors should ideally only be used once in a map to stop repetition and maintain area identity
- 64 unit boxes are really like... really bad
- try something like 52 units
- mix up between hard and soft cover (how much damage gets through cover)
- hard = low penetration damage
- soft = higher penetration damage
- Long B corridor of death needs to be staggered a bit
- maybe push it closer to Ts and further away from CT spawn
- Lighting is generally too dark, I know you said you were more concerned about game play, but you need to be concerned because bad lighting creates bad game play.
- pls no 64 unit boxes.
Thanks for your feedback and advice. I had thought about having the red tunnel come out at the side building just south of the doorway that you've marked in green. That would provide an extra route but the Ts would emerge at an existing choke point (by the squeaky door at the B side building), rather than giving the CTs in the window room too much to think about. Somehow I think that the side route to A is a bit restricted without the extra path, even if it is a minor connecting path that wouldn't offer any sort of strategic advantage. I'm not sure what I can do about the short rotation time highlighted in yellow, except for to block off the door at B altogether, but that would mean that all but one of the routes would lead to A. I'm not sure how I would move the long B corridor closer to Ts and further from CT as it is comprised of the side building and anything I do to that is going to have a knock-on effect on other aspects of the map (such as the timing from T spawn to the squeaky door, which is already a bit short for my liking. That's been one of the difficulties I've had with this map- the way I designed it means that lots of areas are hard to alter without having an affect on other things.