Quote from Jazer
But also expensive. Quite some Zombie Escape maps are doing this already, and it often takes a big dump on the FPS (though their usage is very sloppy, I don't think they optimize the particle emitters very well). Nice idea!
Quote from Jazer
But also expensive. Quite some Zombie Escape maps are doing this already, and it often takes a big dump on the FPS (though their usage is very sloppy, I don't think they optimize the particle emitters very well). Nice idea!
Pretty great effect! I like it ? If you're willing to go space-theme, most of the Nuke textures can easily be recycled for crazy creative rework. Especially most of the shaders they're using give a great space-effect. Keep up the good work!
I've lately been running around in this map, being in awe of the propwork that was made for conveying the atmosphere and natural setting. I just have got to say it: I think this map's visual quality has been criminally undermined. Surely, some minor interior work and certain white brushes are akwardly low-detail compared to the rest, but the cliffs with the detail props and the transparant grass is something I've actually been taking a close look at for the past week. It's rare for me to get so impressed and blown away by just a few models that I actually decompiled the map and some models to make sure I could understand just how the heck it was made. Only a professional modeler/mapper could possibly come up with such smart visual solutions, therefore wishing to applaud the team behind the design of this map.
Thanks for bringing out this map, and for being a huge inspiration for my current project ?
I've ran around it yesterday, and again today just as I woke up. The map is just insane. I swear you have to be some sort of architect to design maps this sophisticated and beautiful ?
Though, as much as I was blown away by the map as a whole, I just have one overall concern (right now anyways), which would be that running in the map with or without bots feels very overloaded/overdesigned. It's hard to describe properly, but it feels that at every inch of the map so much is going on at the same time in terms of visual information, that it feels quite heavy on the brain. For me, at least. I'm sure other people have less of an issue with this. It's one of the reasons I never queue for Nuke, because as much as I love that map and see it as one of the biggest Valve masterpieces, it's just too much visuals and I lose focus.
However, compared to 98% of the workshop this map surpasses all boundaries, and equals only the best maps available right now. Congratulations!
Is this a trend or are people gearing up winter-themed maps for a chance in the next 2020 operation ?? Michael just released his snowy Dagner Zone map like a few weeks back as well. It's actually surprisingly similar in visual appearance as well.
I think there's a Wingman map that has a similar concept, you might want to check it out for some inspiration: Bell
Quote from YanzlOn 12/12/2018 at 8:33 PM, Yanzl said: That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too
Yanzl, can you create those world space textures from the radar? In other words, does the radar form a 1:1 reference for the worldspace textures, or do you need to calculate the size in a different way?
Truth be told, and with all respect to all the judges, but my opinion is that it's too late at this point. Some valuable feedback could have been given for each map specifically, and it could have boosted some mappers' inspiration to continue. But months after the final declaration of the winners seems futile now. Sure, it could be informative to some extent, but I'm certain that a lot of mappers have moved on to other projects or other stuff instead. They might not even notice if a reply is being made in their thread. Good suggestion, but too late ?
I realise this is sort of a 'necro' as the thread has been up for so long without reply, but in the unlikely event someone bumps in this thread looking for this error, it's simple: Your collision mesh has an element or part that is less than 0.5 inches thick. Make sure all part of your collision mesh are convex and aren't thinner than 0.5 inches in any direction. This error often happens when:
Let us know if it was any of those errors. If anybody else comes across this error, make sure to check out this list.
Quote from PeakeOn 6/9/2020 at 3:33 PM, Peake said: where 2 rival cartel members plan to blow up the entrance to the bunker of their rivals.
So, am I understanding this correctly that you have the intention to either:
Just trying to figure out the plot in CS:GO lore ?
Quote from RoaldOn 6/9/2020 at 7:53 PM, Roald said: Tiger's Nest Temple (Taktshang)
Hopefully you'll be able to nail this theme, because in the years I've been doing projects I've seen countless mappers come up with the proposition of designing that specific temple into CS:GO, and none of them ever made it anywhere ? However, since you've worked on Anubis I have no doubts this project will finally be able to put that inspiration to rest!
As promised, here's the final announcement in case someone actually followed this thread. Today, at 1PM - EST the livestream for Surf Ramps will start right here: https://discord.gg/a6ZByvv
Next Saterday 6th of June at 1PM - EST I'll be hosting a livestream on the Wall Worm Discord channel on how to create Surf Ramps in 3DS Max in a procedural and easy way, and export them in matter of seconds with Wall Worm. Everyone who's interested is free to join the stream! I'll be covering a few things that are specifically aimed at Surf Mapping, and how you can create ramps as they appear in surf_galaxy, surf_greatriver_2015 and surf_snowslide. This includes -but is not limited to- the following:
There will definitly be room for a few AmA's regarding surf mapping in general, so don't be shy and let me know of any questions you may have! I'll also prepare a few scenes that can be downloaded, and in case you can't make it, the stream will be recorded (most likely by myself but I'll be backed-up by other members as well). Before the stream starts I'll make another announcements here on the day itself.
The stream will start taking place here: https://discord.gg/a6ZByvv
Weird. Anubis, surely is unconstestable. After their final additions, I think that map was beyond the scope of any of the entries. But, to me maps like Mutiny and Jingshen (after playing their updates) simply couldn't tip to the quality and required skill-ceiling of maps like Swamp and Mustang. Then again, I'm no judge. And, also, those two maps are amazing entries in their own right. But, in my opinion, if we're talking about what makes a level impressive and what's required to make a design work in the smallest of details, I didn't think maps like Swamp or Musting could fall out of the top 4. I can't speak for gameplay, but I don't think the aforementioned maps had anything in them that could be considered unacceptable of sorts.
Once again, I'm no judge. It's just my opinion ? At the end of the day, I'd love to be in the shoes of anybody who made it this far, and unfortunatly I didn't succeed in that. Some of the decisions might also just be granting some people the exposure that they deserve and need, whereas some of the entrants have already had enough footsteps in the professional world. Congratulations to the top-4, and hopefully we'll see some of these entries make it into the game (regardless of the contest results).
Wow, the visibility has improved a few levels up... that's incredible! Nice work guys, and good luck with the finals ?
Well... That pretty much adresses all the issues that I had with the map ? incredible how the map is much more defined now. Congratulations, and best of luck in the finale ![]()