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  3. will2k

Posts by will2k

  • De_forlorn WIP

    • will2k
    • October 20, 2015 at 11:15 AM
    Quote from AirStep

    To me this is one of those maps that feel familiar even the first time you see it!
    I guess that just speaks to a strong and well developed theme. I'm super digging the nostalgic feel!
    Glad to see this one back in development

    Quote from Bodd Jonar

    Agreed, the theme is frikkin amazing.

    Thank you for the encouraging comments :)

    I am staying as close and faithful as possible to the Half-Life/Opposing Force theme, without sacrificing CSGO gameplay (angles, readability, visibility, etc...).

    Fun fact: I've replayed "Blue Shift" last week to get additional inspiration :D

  • De_forlorn WIP

    • will2k
    • October 18, 2015 at 8:21 PM
    Quote from El_Exodus

    Nvm, found the problem. It's on my end^^ My ISP is limiting the speed to filehosting sites. :(

    Alright, thanks for clearing that up :)

    Quote from Vaya

    Looking great!

    Thanks David :)

  • De_forlorn WIP

    • will2k
    • October 18, 2015 at 6:11 PM
    Quote from El_Exodus

    Nice to see more old projects being revived :)

    But pls use Imgur next time, pictures are not loading for me D:

    Thanks :)

    images not loading, really? :???: I'm using mediafire and they are loading fine on my side. Maybe a hard refresh CTRL+F5 might help? or scripts blocked on your side?

  • De_forlorn WIP

    • will2k
    • October 18, 2015 at 5:56 PM

    Resurrection of the dead

    After being on hiatus/indefinite hold for 1.5 year, this project is resurrected and alive again :)

    The map was playtested twice in its alpha1 and alpha2 basic block-out versions, on the test server of Mapcore back in early May 2014, and I received great feedback that was all implemented in the map.

    Volcano playtested the map in its alpha3 version and provided additional feedback and insights that were also implemented in late May-early June 2014.

    Then real life kicked-in hard with multiple issues and I was forced to put this project on hold. When I got a break, I was sidetracked by working on my HL2DM map, Fortwick and later on my CSGO map, Calm.

    "Forlorn" was forlorn :D (pun intended)...until last week; the project is back alive and in full force in its beta1 iteration.

    Detailing has started, and placeholder textures and brushwork are being phased out. Lighting is also being tweaked.

    Progress is steady and here are couple of screenshots from the "1 week beta building" frenzy :)

    Cheers

    [Blocked Image: https://www.mediafire.com/convkey/29ff/0vrd5whwaq557bf6g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/989a/exbsrme6140d7o76g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/ecf5/iqlu99c9ygk4wm46g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/ce60/isnuudda39rai0a6g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/a877/bg4bwajok3rdfr96g.jpg]

  • WIP in WIP, post your level screenshots!

    • will2k
    • October 16, 2015 at 10:07 AM
    Quote from mr.P

    after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile


    P, this looks sick AF :-D; spot on composition.

    You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.

  • What music have you listened to recently?

    • will2k
    • October 11, 2015 at 11:54 AM

    I've been replaying various Serious Sam games for nostalgia sake (there's nothing like replaying games you played some 15 years ago to make you feel you're getting old :()

    - The epic final level soundtrack from Serious Sam The Second Encounter (2002). Song is "Corridor of Death".

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    - Serious Sam 3 soundtrack. The song is "Gladiator"

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  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • will2k
    • October 11, 2015 at 11:46 AM
    Quote from text_fish

    I compiled that code and now I have HL3.

    Care to share so...uhh...we can judge ourselves :shifty:

    :B

  • [csgo] cs_cruise

    • will2k
    • September 28, 2015 at 2:58 PM

    Skybex, this is awesome; you are really taking it to the next level with this one :D

    The sheer size of the cruise ship is intimidating. Is the whole upper deck a playable area?

    Agree with Vivi and Pampers on the seizure-inducing floor :v and the overly blue last screenshot (maybe the court surface could be pale green or light orange)

    Great work

  • What have you watched recently?

    • will2k
    • September 27, 2015 at 4:59 PM

    Mad Max: Fury Road

  • WIP in WIP, post your level screenshots!

    • will2k
    • September 22, 2015 at 8:52 PM
    Quote from TheGuma

    Yeah, it's just me messing around with an idea seeing what I could accomplish.

    The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
    [Blocked Image: http://nextgenerationphoto.be/wp-content/uploads/2014/02/2010-08-12-Dinant-2010-08-12.jpg]

    Other notes:

    I didn't know about the Info_lighting part, thanks!

    Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.

    But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.

    Display More

    No worries :)

    Some props still require an info_lighting even though compiling with -staticproplighting -staticproppolys in vrad solves 90% of these black tint shadows on props. This trim is one of them where the origin gets deeply buried inside the brush/displacement underneath; placing an info_lighting just outside the trim will give it a natural lighting.

    For the displacements, it's a bit tricky as Hammer has these rounding errors since 1996 :D; what you see in the vmf might not be what is actually stored in the bsp, vertices-wise.

    Your best bet is to have all the brushwork perfectly aligned on-grid BEFORE turning them to displacements; making one displacement and then copying/cloning it to complete the wall will generally give these gaps and even sewing the displacements won't fix them (Hammer will always think that one of the edges is not shared).

    If you did this and you're still getting these open seams, then you can use a trick I used in one of my maps :D to "camouflage" these seams: just add a thin displacement or prop on top of the seam (same sloped angle) to serve as a sort of support pillar, a decorative visual and a perfect camouflage for the seam :D; 3 in 1, can't beat that.

    Good luck and hope to see this reference photo in action in-game :)

  • What have you watched recently?

    • will2k
    • September 22, 2015 at 8:36 PM

    The Big Bang Theory Season 9 premiere yesterday

  • WIP in WIP, post your level screenshots!

    • will2k
    • September 22, 2015 at 5:04 PM
    Quote from TheGuma

    Some more WIP shitlets

    [Blocked Image: http://i.imgur.com/LR4vnWl.jpg]

    Nice.

    Is this part of a playable level or just some "artistic doodling"? :)

    The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).

    You probably noticed them and it's all WIP, so all is good :D

  • What are you playing now?

    • will2k
    • September 20, 2015 at 3:46 PM

    Assassin's Creed IV Freedom Cry and Far Cry 3 Blood Dragon.

    Got a bit of free time this weekend, going through unplayed games in my steam library.

  • What have you watched recently?

    • will2k
    • September 19, 2015 at 9:47 AM

    Southpark is back :D

    Southpark S19Ep01

  • What have you watched recently?

    • will2k
    • September 18, 2015 at 11:48 AM

    Avengers: Age of Ultron ("Sunday afternoon couch with popcorn" movie)

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  • WIP in WIP, post your level screenshots!

    • will2k
    • September 15, 2015 at 2:02 PM
    Quote from Feral_

    http://css.gamebanana.com/textures/4197

    I downloaded this skybox and it seems the author did not enable "clamp S" and "clamp T" which is why you are having the edge seams between the different parts of the skybox (rt, lf, dn, up, bk, fr)

    You can still fix it quite easily: just open the vtf files in VTFedit and tick the boxes next to clamp S and clamp T, then save (do it for the 6 vtf files you have).

    Test in-game and the edge seams will be gone so your skybox does not look like a giant edged cube

    Hope this helps

  • WIP in WIP, post your level screenshots!

    • will2k
    • September 14, 2015 at 8:18 PM
    Quote from Feral_

    Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.

    Your custom skybox has visible seams; make sure you have "clamp S" and "clamp T" enabled in the sky VTFs.

  • [WIP] DE_SECRET

    • will2k
    • September 12, 2015 at 7:47 PM
    Quote from text_fish

    Thanks Will!
    Your optimization guides are proving invaluable.

    Glad to hear that :)

    If you need any specific help in the map's optimization phase, hit me up :)

  • cs_shichang

    • will2k
    • September 12, 2015 at 1:26 PM
    Quote from LATTEH

    Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.

    If a lot of people like both. Ill just make another workshop submission for the night version.

    [Blocked Image: http://i.imgur.com/03E0dKk.jpg]

    Excellent work so far LATTEH, the visuals and realism factor are top notch :).

    The theme you chose works best in a night setup in my opinion; I went back to previous pages in this thread to check the daylight version of the screenshots and as I suspected, the street/signs details tend to blend with daylight and bright ambient light, making the scene look a bit dull, color-wise.

    To make it work for a night setup, you'll need more lights as Squad mentioned.

    What I suggest is to divide your composition in "thirds" and work out the lighting from there. In the screenshot I quoted above, the composition can be broken into 3 parts: the ground level, the 1st floor and the 2nd floor. You'll need to boost the lighting on the first 1/3 of the composition by using strong spot lights (street lamps) and more lights emanating from storefronts and signs. This will improve readability and player silhouetting as well as enhance the various street details and signs.

    The other 2/3 of the composition will be dimly lit (or not lit at all for the 2nd floor); this will create a nice contrast between lower levels (playable area) and upper ones (non playable), and will keep players' focus on ground level where all the bright lights are and prevent the eyes from wandering to upper floors and be distracted.

    I believe it's worth a shot to try tweaking the night settings as I think it will enhance the chosen theme

    In any case, the map looks really pleasing and polished; excellent work :)

  • [WIP] DE_SECRET

    • will2k
    • September 12, 2015 at 1:03 PM
    Quote from text_fish

    [Blocked Image: http://www.text-fish.co.uk/mappingstuff/de_secret_middle.png]

    Love the custom assets and the theme; keep it up :)

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