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  3. kinggambit

Posts by kinggambit

  • MapCore CS:GO Playtesting 5.0

    • kinggambit
    • July 7, 2017 at 9:40 AM

    @Terri whoops, sorry I didnt notice that playtests were only thursday/sunday for my playtest submission. Would it be possible to set the date to July 9? (or whatever the next available slot is?)

  • [wip] de_Kyoto

    • kinggambit
    • July 6, 2017 at 4:24 PM

    Latest Build: a1 (July 6, 2017)

    Description: Forces fight throughout a traditional Japanese district

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=966142947

    Started a bit late but decided to give this contest a try! Nothing to show off at the moment. Need a solid layout.

    Screens:

    Layout (CT top, T bottom)

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/853846033999561541/42C23E62529D7F76CE8749EF8F34A747D0705299/]

  • Mapcore's CS:GO Mapping Contest 2017

    • kinggambit
    • June 10, 2017 at 8:48 PM

    edit: ignore comment. dumb question

  • E3 2017

    • kinggambit
    • May 29, 2017 at 12:44 AM

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    Just logged in to post this trailer when I read this thread. I dont even care if the graphics are downgraded. If the game can deliver the dark themes promised in the trailer successfully, looking forward to playing this. PleaseDontSuckPleaseDontSuckPleaseDontSuck

  • Post your favourite movie scenes ever!

    • kinggambit
    • April 2, 2017 at 6:08 PM

    All the scenes are great from my favorite movie, No Country for Old Men, from a few of my favorite directors/DP. Go Deakins and Coens wooh! Masters at visual storytelling. Not a single line needed:

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    Another Deakins scene from The Assassination of Jesse James. There's a certain shot ~2:00 that sold the movie to me when I saw the trailer:

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  • Ghost In The Shell Movie

    • kinggambit
    • April 2, 2017 at 3:13 AM

    That's a shame still. Not some die hard fan of the original but exploring juicy philosophical themes are the biggest appeal for me regarding sci fi.

    Seeing it today!

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • February 26, 2017 at 5:02 PM
    Quote from Sprony

    6 hours ago, Sprony said: My brain is wired in a weird way that whenever someone says Antarctic research base, it has to look like The Thing otherwise it won't compute.

    That's actually what I initially planned but I sucked at designing a layout conducive to csgo (had to wall off a lot of open ground without making it feel constricted)

    Ended up going with the south pole's research station. Its elevated base and underground tunnels/dome gave a lot of easy ways to "wall off" routes:

    [Blocked Image: https://upload.wikimedia.org/wikipedia/commons/thumb/b/b7/SouthPoleStationDestinationAlpha.jpg/350px-SouthPoleStationDestinationAlpha.jpg][Blocked Image: http://i.imgur.com/I88aLRmg.jpg]


    [Blocked Image: http://i.imgur.com/7H6Fnfz.png][Blocked Image: http://i.imgur.com/TWO2Qlvg.jpg]z

    Still planning on small easter egg references like the coil/petri dish and outpost 31 though :D

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • February 26, 2017 at 7:07 AM

    thought i'd share some wip's for my antarctic research base.

    [Blocked Image: http://i.imgur.com/nh3BXtc.jpg]

    [Blocked Image: http://i.imgur.com/WhGGuw4.jpg]

    [Blocked Image: http://i.imgur.com/Lk7jEzT.jpg]

    Rest of map album

  • The random model thread!

    • kinggambit
    • January 19, 2017 at 9:32 AM
    Quote from Vorontsov

    On 1/14/2017 at 4:26 AM, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models :)

    Quote from grapen

    On 1/14/2017 at 2:39 PM, grapen said: I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.

    did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are [Blocked Image: http://wiki.polycount.com/w/images/5/58/TreeMakerScript_plus_NormalThiefScript.gif]

  • [CSGO] de_Aurora (WiP feedback thread)

    • kinggambit
    • January 12, 2017 at 9:35 AM
    Quote from Serialmapper

    On 1/8/2017 at 4:10 PM, Serialmapper said: The sun does not shine so high on the sky in the antarctic region, even in the summer :D.

    Ah nice catch. Hopefully I can preserve the lighting inside the interior bombsites but will definitely play with the light angles. was even considering the sun dogs for a custom sun sprite but getting ahead of myself:

    [Blocked Image: https://cdn.theatlantic.com/assets/media/img/photo/2012/10/scenes-from-antarctica/a01_EOMARKER/main_900.jpg?1420514115]

    Quote from esspho

    On 1/8/2017 at 2:24 PM, esspho said: Does the name come from that or is the name of the base itself aurora?

    Can you post an overview?

    both really. whoops sorry, forgot. added overview.

  • The random model thread!

    • kinggambit
    • January 11, 2017 at 9:37 PM

    [Blocked Image: http://i.imgur.com/s4ZjFki.jpg]

    Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models.

    Ambient Occlusion + Position input -> mask?

  • [CSGO] de_Aurora (WiP feedback thread)

    • kinggambit
    • January 8, 2017 at 9:04 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=781493294

    Latest version: de_aurora_a7

    Forces fight over an Antarctic research base. Feedback please!

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091138/75DC21923677FFD1D4DF0CB83CCFAFBCB4AE2E46/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091109/043A5FCB21646B3B6AC3FD3C45A598C3624EB5E0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091097/B186379163A420988645DAF07DC9543AFBA0D6C8/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091125/2B5E53FC287933FC2EE336CC638F97AE98E3CCFE/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091068/EFFAF65A90DBF820E0BA85578C84DB7138804DEF/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/187296715225091039/29DD43948F32C5812CD0E059CCBCE5F2071F07E4/]

    [Blocked Image: http://i.imgur.com/Lm6Sleu.jpg]

  • [CSGO] de_ruby

    • kinggambit
    • December 27, 2016 at 2:50 PM

    Not sure if the newer builds changed this area but was it intentional that players had to run all the way to T spawn to get to the B route? Deincentivizing CT's mid flanks? I remembered as a T, if I wanted to change my mind on a mid push, rotations felt a bit long. Other than that, the map was great.

    [Blocked Image: http://i.imgur.com/d09N5n7.png]

    Also, do you always model every prop out before starting on the texturing? Is it faster or something?

  • [CS:GO] Anyone ever get Valve's latest "2nd UV Set for Decal" feature to work for props?

    • kinggambit
    • December 12, 2016 at 2:27 AM

    Good to know!

    FYI 3ds max folks, Shawn Olson added FBX support for Wallworm recently! I guess it was more difficult to do without WW pampering us :D


    Quote

    Quote When you create a WWMT Helper, select the helper, open the Modify Tab in the command panel and scroll down to the Export QC & Model button. You'll see some checkoxes. Among them is Use FBX (only some mods)[/b]. Check that option and re-export the model. Now it will make a FBX file instead of SMD and it will use that in the QC.Note that I didn't add this to the WWMT main UI, just in the modify tab. If you don't see it, it means you need to update WW.And just so people know who read this: this feature is only available in latest WW AND only works in CS:GO.

    edit: some other instructions to get it to work when using 3ds max/wall worm are mentioned in this thread: https://www.wallworm.net/index.php?topic=1972.0

  • [CS:GO] Anyone ever get Valve's latest "2nd UV Set for Decal" feature to work for props?

    • kinggambit
    • December 11, 2016 at 9:21 PM
    Quote from Pivac

    9 hours ago, Pivac said: These are created in Blender, what are you using? I'd assume principles are similar even if it's different software.

    using 3ds max. I dont understand how uv channels work. :(

    Made an example using valve's nuke crates. Would the image below be a correct representation of how a uv shell should be applied in the 2nd uv channel? (because doesnt seem like it is since the 2 other nuclear hazard symbols would be in the same uv shell as well)

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

  • [CS:GO] Anyone ever get Valve's latest "2nd UV Set for Decal" feature to work for props?

    • kinggambit
    • December 11, 2016 at 7:58 AM

    Link to valve's blog post on it: http://blog.counter-strike.net/workshop/maps.php#uv_set

    I've attempted to get it to work a few times in the past but no success. I have a basic understanding of uv channels but I've got no idea how the decal textures are being applied to various locations of the mesh for multiple props still.

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • July 23, 2016 at 7:11 AM

    does anyone know how to fix this lighting bug for some diagonal surfaces? tried rebuilding it and messing with the alignment orientation but no success.[Blocked Image: https://images-ext-1.discordapp.net/eyJ1cmwiOiJodHRwOi8vaS5pbWd1ci5jb20vMkNDa01vVS5qcGcifQ.9gqAWZHpRg6wP6n56zATcy7JH2I.jpg]

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

  • [CS:GO] SHIPPED

    • kinggambit
    • July 20, 2016 at 3:22 PM
    Quote from catfood

    On 7/18/2016 at 10:35 AM, catfood said: Pls don't get me wrong I can handle downvotes Im also pretty sure i can sleep tonite but this is getting out of hand and I just wanted to spread the word.

    Meanwhile MRW:

    [Blocked Image: http://i.imgur.com/WZ0GitL.jpg]

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/236x/ea/16/c0/ea16c03438e4c6f1f6563671c3ee5c5e.jpg]

    [Blocked Image: http://www.gifbin.com/bin/2074yu4sw2.gif]

    [Blocked Image: http://i.imgur.com/2z9yyvm.jpg]

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/564x/a5/77/2c/a5772cae0d6d8859e2ae08ccaacb5ff2.jpg]

  • [CS:GO] De_Momentum

    • kinggambit
    • July 20, 2016 at 5:07 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=727926171

    Full album: http://imgur.com/a/xyKf2

    Any feedback would be appreciated!

    [Blocked Image: http://i.imgur.com/Uzus532.jpg]

    [Blocked Image: http://i.imgur.com/Ki3s8PG.jpg]=

    [Blocked Image: http://i.imgur.com/YhWEPYG.jpg][Blocked Image: http://i.imgur.com/JT1O9sN.jpg][Blocked Image: http://i.imgur.com/D46AC1l.jpg][Blocked Image: http://i.imgur.com/bUHPWPA.jpg]

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • July 16, 2016 at 3:34 PM

    Just updated workshop if you want to try it out: http://steamcommunity.com/sharedfiles/fi…s/?id=655062003

    Mostly just looking for feedback for the aesthetics. I'm pretty happy with the layout.

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