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  3. JorisCeoen

Posts by JorisCeoen

  • de_Taisha

    • JorisCeoen
    • October 5, 2024 at 8:53 PM

    Very nice entry. Japanese assets and style are really exhausting to design and integrate in a map, it's very brave of you to tackle this theme 😅!

    I wish you guys good luck on the art pass aspect of this theme, looking forward to the final product!

  • [CS2] Big Adventure Mapping Contest

    • JorisCeoen
    • April 11, 2024 at 11:07 AM

    Best of luck to all the participants. Very excited to see what’s going to grow out of this 🙂!

    My mapping days are unfortunately over. With a fulltime job and a new engine to learn it’s literally impossible. It was nice while it lasted, but unless you enroll completely into this field, at some point you have to let go.

    It’s nice to see the top prize finally reflects somewhat the amount of work that goes into making a complete map. May the best one(s) win 👍

  • [CS:GO] Zen

    • JorisCeoen
    • April 15, 2023 at 5:34 PM

    The map has been updated today, as matches on Faceit have showed a problem with players reconnecting on the CT-side (they basically spawned in the middle of the map due to only having 5 spawnpoints).

  • [CS:GO] Shore

    • JorisCeoen
    • April 6, 2023 at 11:49 AM
    Quote from Radix

    9 hours ago, Radix said: Thanks, guys!

    Yeah, I will try to port it to S2 when the tools are there. I'm sure it won't look worse then. :)

    There is still some work to do anyways. The indoor areas are not much more than walls and doors atm, but I thought it would be a good idea to publish the map already. My former testing group doesn't exist anymore so I didn't test it for a long time...

    Also the indoor areas suffer a lot from some prop lighting issues I could not fix yet. I hope it will look better with S2 lighting, so I decided to leave it like it is for the moment.

    Before anything, the map looks absolutely stunning. It’s unreal how realistic you’ve gotten the map to look, with more than just realism there also being an artistic sway over the whole map…!

    As soon as I have time to run into the map I will give it a try, but about those indoor lighting issues on props, I have those too on Zen. I don’t know exactly why, but most of my wooden beams fail to cast light brightness from nearby light entities at all. I’ve tried everything to fix it (changing settings back and forth etc), but no light gets cast. It’s really purely random as well because on some spots it works perfectly (good examples are at the large indoor area in the castle with the lanterns), and the next one at the other beam next to it is as if it’s not there at all.

    I suspect I would have to break the props down more, so there are more sub-parts of the prop_static, but it would essentially increase the drawcalls for no reason… could perhaps be a solution for your issues?

    Congratulations on the amazing release! No doubt this map will make it into the game 😉

  • [CS:GO] Zen

    • JorisCeoen
    • April 4, 2023 at 11:48 PM
    Quote from Serialmapper

    On 3/30/2023 at 11:39 PM, Serialmapper said: It looks wonderful. The theme, as I see from your other maps, has a special place in your heart. Looking forward for The source 2 versión 😉.

    Ps

    I know that everybody in the CS community has a hard-on about the new CS2, but come on guyz, give this man some love!

    Thanks man! Yea, well the map is going to be ported to CS2 as soon as the tools are available. It would be a waste to have worked on this level for so long only to be unplayable.

    I've updated the map today, biggest changes include an improved skybox and overal lighting balances.

  • [CS:GO] Zen

    • JorisCeoen
    • March 30, 2023 at 1:08 PM

    Zen (Bomb Defusal) - Released!

    It's taken a little over 5 years of development, but after numerous tests and changes I can finally present Zen in a satisfactory state.

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2954659602

    Zen takes place in a medieval Japanese castle, where terrorists want to destroy the historical sites and monuments within the castle boundaries. As restoration is already underway, they see an opportunity to halt the process. It's up to the Counter-Terrorists to stop them!

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106736917/0ED88D3F924E88E8BA533437DE4B5B55B37BA4B8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106738323/B3C834E5F344645B1FE765C0EE1389996776CA90/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106739799/FFFE59CEB4E981A9D07834D33451D5A4CB2EA7CB/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106741480/B471D4A2552CC123D255980772AC3B5EB6A6C54B/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106742802/994C1F6309CDB8A6FFC6CD96E2831E54CF09094B/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106744677/1062B30D61A2E8F386A489F9227E20C387E41D24/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106746350/C15E5B45B1B5F8FF0FADDD0F63EB0AD241958B64/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106751702/7B91808B0A860719E4A886FC0A78D528018DEE59/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106753216/CEA04101BB4DF7F6A961123020CBDB935353954C/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2022720184106753828/CFE4E85278CCE20C2DBEB5E1C610353DCC441994/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true]


    Credits

    • Joris Ceoen (Artwork & Level Design)
    • Shawn Olson (Technical assistance on 3DS Max & Wall Worm Model Tools)

    Used assets, creditted according to their license

    • Monument to Hijikata Toshizo (by 3Dystopia (Sketchfab))
    • Buddha Statue (by AliceVision (Sketchfab))

    Additional assets were used under a bought license

    • Pindola Bharaddvaja (by 3Dystopia (Sketchfab))

    Testing and assistance

    • Mapcore testing hub
      • Spoiler
        • Radu
        • Vaya
        • Bl1ndyyy
        • Exodus
        • Rebze
        • Tears of Pirates
        • T-R3xer
        • Sprunk
        • Fnugz
        • zOrn
        • Sir Thomas
        • Our Lord and Saviour Jesus
        • zombi
        • Umbrella_v1
        • Xander
    • Roald for in-game showcase of numerous problems
    • Rebze for testing guidance and impossible amounts of patience (literally years)

    Final note

    It's been a long journey, and the map has undergone a lot of changes since it's original concept. While it's been quite simplified from its roots, it finally has some polish regarding the gameplay and basic detailing.

    The map still requires some touching up, such as further optimization and improved artwork (and preferrably also some thematic colouring). However, with the release of Source 2 in sight, I will await the new techniques and tools in order to continue the next iterations of Zen.

  • Daigo (Beta - archive)

    • JorisCeoen
    • January 24, 2023 at 10:36 PM

    Changelog for version b2_4:

    Spoiler SiteB

    [*] The core layout has been altered for easier manoeuvrability. [*] The broken wall has been removed and made way for a direct entry into the site. [*] Cover has been simplified:

    • The large sakura tree has been moved outside B.
    • The crates and rocks now form a larger protective angle.
    • The bomb can now be more safely planted due to the sealed door facing to SpawnCT.
    • Less strain on 180° checks due to a more organic flow (bended red wall).

    [*] Graphical overhaul. [/list] SiteA

    [*] The core layout has dramatically changed, with more emphasis on cleaner readability. [*] Bombsite plantable area is now more clearly visible. [*] Removed the tori gate and opened up pit. [*] Switched the open gate from one side to the other. [*] Container now provides more cover for those jumping from HeavenA. [*] Container is now accessible by a ladder and scaffolding from middle. [/list] SiteA Elevator

    • Removed fountain altogether. Kept the sachihoko fish and revamped the area.

    Middle

    • Closed entry to Interior Hall from middle.
    • Opened backside of SiteB.
    • Re-opened access from SpawnCT to Heaven.

  • CSGO maps containing high-level artistic finish?

    • JorisCeoen
    • December 24, 2022 at 9:47 AM

    Artistically Insertion 2 is even more impressive than 1 (unlike as suggested above). But basically, all maps from catfood or FMPone should give you a good indication. Anubis who’s now in the game is also amazing… and most of Valve’s latest maps (Nuke or Dust 2).

  • [CS:GO] Combined props issue

    • JorisCeoen
    • November 14, 2022 at 1:41 PM

    It is not possible to revert this process, as autocombine simply compiles the initially seperate props into one large and new .mdl file. Decompiling would thus leave you with that same combined prop. The information of the seperate props being combined is not being stored somewhere, so unfortunately you cannot see and operate these seperatly.

  • Daigo (Beta - archive)

    • JorisCeoen
    • October 4, 2022 at 7:53 AM
    Quote from Donskioni

    On 9/30/2022 at 4:49 PM, Donskioni said: Sick! Can you surf those angled walls? But solid polish! Looks like readability is great... and alot of the areas of the map feel unique which should help make it easy to learn.

    You can. Most of them are short enough that without airacceleration you can map quite a distance. During playtesting, it was occasionally useful, although I will have to make sure that you cannot actually 'climb' up them (currently you can but it's extremely slow, as per usual Source behaviour). An angled trigger_push should do the job.

    There's still progress to be made on the layout. During playtesting we've been able to pinpoint the most troublesome areas, and I'm working on getting a new playtest version ready asap. I'll keep the thread updated 😉

  • Daigo (Beta - archive)

    • JorisCeoen
    • September 30, 2022 at 2:31 PM

    Changelog for version b2_2:

    Spoiler General changes

    • Complete graphical overhaul (models, textures, lighting, skybox, 3D skybox, displacement usage, ...)
    • Roofing in particular has been improved.
    • Opened up all the doorways in- and outside the castle.
    • Addition of actual prop_detail flowers in the garden areas.
    • Improved foliage, such as trees and rocks.

    SpawnT

    • Enlarged the entire area.
    • Ticketbooth has been moved to the left.
    • Added flowers.

    OutsideSpawnT

    • Enlarged both sides.
    • Replaced tessellated walls with improved displacement texture.
    • Moongate entrance to Middle.
    • Added flowers.
    • Removed truck on the ramp leading to the museum & garden.
    • Removed the foliage and panel. All is replaced by garden rocks.

    Middle

    • Opened up middle by removing the backside housing.
    • Removed dragon statue.
    • Removed double doors.
    • Removed fountain floor.
    • Removed large sakura tree and boostplatform with it.
    • Added rock garden. This also breaks the sniper angle from SpawnT to castle doors, and MainB to Connector.
    • Added moongates to all connections but Connector itself.
    • Adapted the wall covering Squeeky.

    Museum

    • Added more natural lighting (note: sprites and light entities on ceiling are here currently missing)
    • Removed most of the props in the center. In a future update, I will likely add more cover and thematic displays for the museum.

    Garden

    • Removed forklift.
    • Removed sidehall doorway with rooftop cover.
    • Shifted trees and added rocks.
    • Added sideways historical ranger walls (note: not walkable).
    • Added flowers.

    SiteA-Main

    • Completely overhauled and redesigned.
    • Added more natural lighting.
    • Opened up entrance to SiteA.

    SiteA

    • Completely overhauled and redesigned.
    • Removed all scaffolding.
    • Removed all Nuke crates.
    • Added containers, statue, trees and rocks.
    • Clarified bomb planting zone.
    • Shifted the fountain and Shachihoko to Elevator.
    • Improved zoning SiteA and SiteA-Heaven from Generator/Crane.
    • Changed the opening from SiteA-Heaven 90° and added a destructible construction.

    Generator/Crane

    • Overhauled Crane itself.
    • Improved chainlink siding next to the sewer passage.
    • Improved and opened-up elevated platform.
    • Added sakura tree and rock to block off incredibly long sniper angle from SpawnCT.

    SpawnCT

    • Massive overhaul of the garden area.
    • Opened up most of the playable area.
    • Added flowers.

    SiteB-Outside

    • Removed crates and ricebags.
    • Added forklift.
    • Improved cracked wall.
    • Opened up the area and simplified the surroundings.

    SiteB

    • Completely overhauled the redwood design.
    • Removed crates and ricebags.
    • Added sakura trees and rocks.
    • Added grain bags and sacks.
    • Changed doorway openings to change the flow of SiteB and block off an insanely long sniper angle from SpawnCT.

    SiteB-Main

    • Changed door models.
    • Swapped old ricebag assets with new ones.
    • Slightly moved the corner assets.
    • Added more natural lighting.

    Mainhall

    • Completely overhauled the interior plaster walls and wooden frame.
    • Overhauled the central Stupa and base.
    • Simplified the layout.
    • Added more natural lighting.
    • Added Japanese lanterns.
    • You can now boost from middle platform to catwalk without needing a crate (easiest on the left, need training to do so on the right side).
    • You can no longer boostjump onto the wooden beams on the side of catwalk.

    Sidehall

    • Completely overhauled the interior plaster walls and wooden frame.
    • Added more natural lighting.
    • Connection to Z and SpawnCT have more cover. Added a table with garden tools.
    • Improved stairs and ceiling work.

    Library

    • Completely overhauled with actual library assets.
    • Removed crates and barrels.

    SiteA-Heaven

    • Changed hole in wall 90° and added breakable cover.
    • Removed all crates (note: this is specifically awaiting feedback from playtesting as I see this area as a high-risk, high-reward that can't also benefit from easy cover for CT's).

    Changelog[/b] for version b2_3:

    Spoiler Middle

    • Connector has been extended and connected to middle, so terrorists have a second entrance to the central chamber. Now CT's should arrive in time at the fountain to contest T's going to A. On the other hand, CT's no longer have too much cover or power over the central chamber
    • Heaven A-site can now be smoked and molotoved once you're at fountain.
    • Removed unnecessary crates in the sidehall, and made them full body cover.

    SiteA

    • Cleaned up the site, made it more readable and simplified most of the shapes.
    • Removed trees and abnormally large center rocks.
    • Made heaven more readable.
    • Fountain now has more shallow water.
    • You can now grenade heaven much more easily from behind the fountain.

    SiteB

    • Cracked wall has been opened up more. No more headshot angles.
    • Simplified cover, shifted around to allow more manoeuvrability.
    • Added extra crates to block insane wallbangs. Doors should no longer be bangable.
    • Fixed small roofs sticking out too far from the walls.

    General

    • All doors have had their gaps covered (aka doors moved to the sides).
    • Updated radar.
  • Daigo (Beta - archive)

    • JorisCeoen
    • September 30, 2022 at 11:27 AM

    Official version released as Zen: Workshop link

    Please note: This version is still for testing purposes (not final), although major changes have happened between v2_1 and the current one. The full changelog can be found here.

    Daigo takes place in a medieval Japanese castle:

    • Terrorists want to destroy the historical sites and monuments within the castle boundaries. An earthquake has already dealt some damage, so they see an opportunity to finish the job. It's up to the Counter-Terrorists to stop them!

    Credits:

    • @JorisCeoen (Artwork & Level Design)
    • @shawnolson (Technical assistance on 3DS Max & Wall Worm Model Tools)

    Used assets, credited according to their license:

    • Monument to Hijikata Toshizo by 3Dystopia (Sketchfab)
    • Buddha by AliceVision (Sketchfab)

    Testing and assistance:

    • @Mapcore testing hub
    • @Roald for in-game showcase of numerous problems
    • @Rebze for testing guidance and impossible amounts of patience (literally years)

    In preparation of the final version, V2_2 will be playtested by Mapcore's playtesting group. Feel free to leave feedback in the comments section below, as I will take note of criticism and reflect changes accordingly for the future. Here's a list of the most important things to be done yet:

    1. Improved color palette for readability
    2. Many, many amounts of detailing (lowly present)
    3. Addition of thematic material (next-to-none present)
    4. Addition of labels and overlays/decals (next-to-none present)
    5. Alpha-blending of displacements (ironically, it's all prepared and available, but I didn't have the time to do it yet)
    6. Finalising the radar and navigation mesh (the radar has one small indoor area that I saw missing after release)
    7. Additional optimization in the form of: hint/skip/areaportal and removing many roofing details on less visible roof models (nodraw blocks have been optimized, and most models with the inclusion of 3 roof models)
    8. Fixing lightmap issues on displacements (can someone help with this? See the broken wall at B as a good example)
  • Hammer Map Visleaf Optimization Questions

    • JorisCeoen
    • September 3, 2022 at 8:52 AM
    Quote from trapphysic

    On 8/31/2022 at 4:32 PM, trapphysic said: I Compiling in Fast mode

    To determine actual causes during compile, it's best to compile in full (with all the options, like -staticproplighting -staticproppolys -textureshadows), to see if the problem also appears there. If not, it might just be due to fast compile settings. If it also happens there, then you have another problem at hand. From your description and compile log, I can't immediatly determine anything, but you can always hit Alt+P and see if Hammer shows you any problems that need to be fixed.

    Quote

    Quote Error! prop_static using model "models/props/cs_office/trash_can_p4.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/trash_can_p4.mdl"! Error! prop_static using model "models/props/de_inferno/potted_plant2_simple.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_inferno/potted_plant2_simple.mdl"! Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/trash_can.mdl"! Error! To use model "models/props/de_inferno/hr_i/inferno_potted_plant/inferno_potted_plant.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_potted_plant/inferno_potted_plant.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"!

    Are all these props inside that specific segment of your map? If so, it's likely the cause of your problem. I don't think it should be, I've never seen a compile fail due to incorrect use of a prop type (as the compiler tells you, Hammer literally deletes these from the map), but that could be a start.

  • [CSS] How to connect metallic, roughness and other textures?

    • JorisCeoen
    • August 12, 2022 at 10:42 PM

    You're talking about the specular map (= roughness/metallic in modern software) for $phong and $envmapmask, both of which can be added into the alpha channel of the basetexture or normalmap. More information can be found here.

    The most common method is to add it to the alpha channel of the normal if you have it, as it has more options. Using the alpha channel of the basetexture works, but won't work on translucent materials in CS:GO.

  • Bulletproof wall

    • JorisCeoen
    • August 11, 2022 at 2:50 PM
    Quote from ImLost

    On 8/9/2022 at 7:08 PM, ImLost said: I don't want the wall to be thick. Besides, I want it to provide cover even at very corners

    If the purpose is to make a defusal map that follows the same general principles as the competitive scene, then you don't want to do that. Players will be expecting to kill players that are just around a corner or prefire them, and will get frustrated when this is not possible. Only in very rare cases (for example to avoid an insane wallbang that can go across the map) will you need to use blockbullets.

    Unfortunately, the toolsblockbullets_cs variant cannot be found in the VPK of the game. The original blockbullets .vmt has this parameter on it:

    Quote

    Quote "$nodecal" 1

    I assume the CS:GO variant also has this parameter, which is why your decals don't show, no matter what you do. The only workaround is to have the thin wall behind the geometry you're trying to block bullets through, so bullets still cast on the collision mesh or brush/displacement, but don't register through behind.

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • November 14, 2021 at 4:39 PM
    Quote from ThunderKeil

    On 11/13/2021 at 4:34 PM, ThunderKeil said: Collected all my reference screenshots together for a timelapse

    [Blocked Image: https://files.gamebanana.com/bitpit/anim2a.gif]

    That final image looks pretty dope with a much better feeling of depth and especially lighting! Do you intend to release this as a competitive/casual map in the future? I assume you actually live near the building to get these reference photo's, or do you manually recreate them? Very curious to see the final result ?

  • De_Frozen

    • JorisCeoen
    • April 15, 2021 at 12:36 PM

    No freakin way.. are you using Wall Worm to design your level? That's amazing ? finally a congener!

  • Prime [Wingman]

    • JorisCeoen
    • April 5, 2021 at 7:01 AM
    Quote from Roald

    16 hours ago, Roald said: rocks

    Get it?

  • [CS:GO] The making of de_kikacitu(remake) Changelog

    • JorisCeoen
    • April 1, 2021 at 12:11 PM

    In order to not flood your own thread and keep things organised, how about making a changelog after you've done a bunch of changes. You keep updating the thread with IMO pointless changes that could all be consolidated into one post. We also see no screenshots to understand any of the updates, which removes the entire point of updating the thread in the first place. Just a suggestion ?

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • March 31, 2021 at 5:55 PM
    Quote from sn0wsh00

    On 3/29/2021 at 11:23 PM, sn0wsh00 said: Some custom skybox terrain I created using World Machine and Twister

    Pretty nice results! However, if anyone has 3DS Max 2017+ you can achieve these effects very easily by simply using some Data Channel map settings (along with displacement modifier). Just letting people know in case you want a 'free' way of doing it ?

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