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  3. w0llmart

Posts by w0llmart

  • [wip]de_tropicana

    • w0llmart
    • December 1, 2017 at 7:14 AM

    de_tropicana has existed as far back as 2010 with releases and reworks up until 2017, most recently being tested 3 months ago with the help of /r/globaloffensive and a small group of dedicated playtesters.


    updates and screenshots soon

    workshop link

    http://steamcommunity.com/sharedfiles/fi…s/?id=842816583


  • [CS:GO] de_armory (before Lab)

    • w0llmart
    • January 19, 2017 at 4:35 PM

    if you really like the skybox you can clone stamp the moon out with minimal effort


    grimmnight is a pretty decent skybox although it too has a moon and clouds so depending on your perspective it could be harder to disguise

  • [csgo]tropicana

    • w0llmart
    • January 16, 2017 at 4:26 PM

    most of the map wasn't working, i deleted a filter_team for the squeaky doors while making the radar image AND if you sandwich a func_door_rotating between two func_brush entities like i did; it'll break them and force unnecessary workarounds.

    now though we get these no glock signs on the B doors

    i probably have to prevent bullet penetration in the lobby next to B also

    we should be able to enjoy the full bodied orange flavor this thursday, for really once i get rid of the door noises -.-


    if i could change the layout to include the cedar creek area for deathmatch mode too that'd be pretty sweet

    [Blocked Image: http://puu.sh/tnBXW/c5b51951ca.png]

  • [csgo]tropicana

    • w0llmart
    • January 15, 2017 at 10:19 AM

    theres some high end graphical stuff to be done but that's about it

    i made a thread back in 2014 for this map so yeah idk

    there are some props from resort that weren't packed but i'll try to get them fixed quickly


    http://steamcommunity.com/sharedfiles/fi…s/?id=842816583


    Spoiler


  • Goals for 2017?

    • w0llmart
    • December 27, 2016 at 10:21 PM

    eat my vegetables at least a few times a week

  • WIP in WIP, post your level screenshots!

    • w0llmart
    • December 27, 2016 at 1:09 AM
    Quote from Castle

    1 hour ago, Castle said:

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    that was cool but the difficulty slumps a bit here and there if the segment started with giving the mega it'd keep the pacing even through the segment and put pressure on the player on repeat attempts

  • WIP in WIP, post your level screenshots!

    • w0llmart
    • December 16, 2016 at 9:32 PM

    soon <:^) the normal map is a little strong in the last one but itll get done

  • De_rooftop

    • w0llmart
    • November 4, 2016 at 11:13 PM

    it's a really nice technical layout

    you should focus the areas on around the bombsite if you're going to keep working on this, the objectives are at the edges of the map regardless of which routes you take onto the sites and the bombsites are going to be sided(overly safe) if you don't give and take on a per segment basis

    its like it gets worse if you start missing and there's no way back into a round besides getting a kill on the other side of the map because.

    appreciate how many mistakes a terrorist gets to make compared to a counter terrorist, its a huge disparity that can't always be solved with cover and utility usage.

  • WIP in WIP, post your level screenshots!

    • w0llmart
    • October 16, 2016 at 11:46 PM

    [Blocked Image: https://puu.sh/rKGYV/ea15416e3d.jpg] this used to be a buffet line and now it's a hallway.

    I'm editing a texture for the lockers after dinner tonight

  • [CSGO] Calamari - Bomb/Defuse (All versions)

    • w0llmart
    • July 10, 2016 at 7:57 AM

    the production is pretty good

    there's a lot of small details in the textures and some of the displacements could be flatter(look around t spawn) too much line and not enough shape in your brushwork

    the light_environment is a little too desaturated, maybe add some more yellow.


    rotating is problematic, try to think of the layout as a series of pipes, there's too much pressure on the system as it is currently.


    consider the ct side as a line with 1 large objective rather than 2 smaller ones, and maybe evaluating what makes de_bazaaar work will help you progress

    http://steamcommunity.com/sharedfiles/fi…s/?id=225151817

    you can improve the shape with good textures, think of silhouetting versus having to read/evaluate an image

  • SOURCE SDK limitations.

    • w0llmart
    • April 23, 2016 at 6:47 PM

    think of it almost like creating a glass texture, or water

    it's a waste to have water render on the face of a brush that can't be seen, and hint/skip work in the same way

    spamming hint is just going to negatively affect fps

    just think of skip like nodraw when using it to optimize your map, it's there to keep the hint brushes tidy and limited to the faces you want them on


    it gets super messy if you add too many hint brushes as performance will drop

  • [CSGO] de_piranesi Remake (WIP)

    • w0llmart
    • April 23, 2016 at 7:40 AM

    Spoiler

    the map needs a sewer system

    really the map looks kind of skinny for some reason


    awping is going to be a major sticking point, you could take the map toward executions a la d2/mirage, figure out creative ways to force counter terrorists to play the sites (mirage, inferno) or balance the aim duels(across the yard ect ect)


    definitely a map that deserves a remake, though

  • SOURCE SDK limitations.

    • w0llmart
    • April 18, 2016 at 4:27 PM

    I'm not super qualified to answer specifically about the hard limitations of the Source Engine.

    That being said: generally speaking you can use 2k textures as long as they're a power of 2

    (512x512 -> 2048 x 1024 etc)

    (this is super useful for avoiding tiling with the stock textures)

    although this can lead to a massive increase in file size (512kb ->4mb+)


    You should understand how visibility culling works as prop density is often more important than prop count although going crazy on the proverbial breadsticks is inadvisable due to performance reasons.

    Basic lighting isn't a problem unless you have too many lights pointing at a specific area(you really have to try to mess this one up tbh)

    Max numbers are mostly relative in source, except with areaportals and other expensive materials such as water; you're free to do anything as long as areas are properly partitioned with good, well thought out design and clean on grid brush work.


    Really consider reading up on Will2K's documentation on optimization and good luck on your mapping process!!!!11

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • w0llmart
    • February 26, 2016 at 3:10 PM
    Quote from leplubodeslapin

    both shadow_control and HDR brightness and ambiant values on any light entity are completely useless on CSGO anyway ...

    i've noticed that reducing the ambient has an effect on the shadows

    brightness is negligible though...

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • w0llmart
    • February 22, 2016 at 7:19 PM

    idk

    is anyone else seeing red


  • 3d artist (hard surface/props/environment) available

    • w0llmart
    • July 5, 2015 at 6:23 AM

    greetings!

    i might have work for you if you're available/interested

    please feel free to contact me at any time(est, doesn't really matter)

    it's a simple uv mapping job for a large pipe and perhaps one other model

  • 3D Environment/Prop Artist Available (Realistic or Stylized, Paid Only)

    • w0llmart
    • July 5, 2015 at 6:16 AM

    hi do you have any experience with source?

    does it make any difference?

    please feel free to contact me at time i might have work for you.

    The content cannot be displayed because it is no longer available.

  • [csgo] commission work for texture artist

    • w0llmart
    • July 5, 2015 at 3:02 AM

    Working toward making the August 31st deadline for the csgo mapping competition is proving to be quite a challenge,

    if artists are willing to discuss uv/normal mapping the pipe model and another simpler generator model(i may take a crack at that) please feel free to contact me via pm or skype.

    It is paid work, i'm not really sure what the going rate for manhours is but this seems like the place to ask, a flat rate can also be discussed although time is an important factor.

    As a reference I do like the metal/freezerwall01 texture although some wearing would be ideal to the scene.


    Quote

    I would love to watch, lol


    :dance:


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  • MapCore CS:GO Playtesting 4.0

    • w0llmart
    • November 13, 2014 at 3:45 PM

    Sorry I will be unable to have the map ready for a playtest today, too sleepy to not watch parks and rec.

  • CSGO: de_rostok

    • w0llmart
    • June 11, 2014 at 4:52 AM

    hello again!


    Quote from tr0nic

    Why do you post ultra stretched screenshots I get it you want us to see more from one screenshot but it's just not working for me. I hate it to be honest.

    wanted to try something with the panorama function in photoshop, looked kind of neat even if it messed up the perspective ;(

    on the bright side there's one last update for de_rostok that i'm pleased to roll out, just look!


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    the map can be found on the workshop at:

    http://steamcommunity.com/sharedfiles/fi…s/?id=181663471

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