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  3. Lajron

Posts by Lajron

  • Sledge Editor

    • Lajron
    • November 29, 2014 at 2:36 PM

    [Blocked Image: http://sledge-editor.com/img/sledge_logo.png] Sledge is a completely free and open-source replacement for Valve's Hammer Editor, with a focus on compatibility with both Goldsource and Source engines. The purpose of Sledge is to offer advanced editing features from later versions of Hammer and other editors and make them available to all users, regardless of which engine they choose to use.

    Sledge uses the same file formats as Hammer does (RMF, MAP, VMF) and maps are compatible between both programs. The editing process is almost identical to Hammer, the hotkeys are the same, as well as many of the screen elements and dialogs. Switching to Sledge will not be difficult for users who are familiar with Hammer.

    Sledge is currently in public alpha , which means that the author/programmer is still working on it and accepts help from others

    Sledge site http://sledge-editor.com

    GitHub link https://github.com/LogicAndTrick/sledge

    TWHL link http://twhl.info/forums.php?thread=18410

    Screenshots:


    Quote

    [Blocked Image: http://i.imgur.com/U50jFqp.png]

    [Blocked Image: http://i.imgur.com/OOnYORa.png][Blocked Image: http://i.imgur.com/mYXPT02.png]

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

    [Blocked Image: http://i.imgur.com/FyZn5Yp.gif]

    Angle for entities

    [Blocked Image: http://i.imgur.com/HyVvp0P.png]

    Supports multiple views

    [Blocked Image: http://i.imgur.com/v4r0DMe.png]

    [Blocked Image: http://i.imgur.com/W7sfpbD.png]

    Display More

    I suggest checking this program it's really an amazing alternative.PB is at a moment working mostly on goldsource support.

  • de_havana

    • Lajron
    • November 17, 2014 at 11:59 PM

    So i was able to get some free time this week and decided to work on the map.

    I changed the layout a little bit and im really happy with the changse but i'm still not able to show the picture of it


    Anyways here are more aesthetic pictures:


    First i don't know why the hell i started making The Museum of Revolution as a background part but it looks sweet i guess

    [Blocked Image: http://i.imgur.com/L8vXUla.jpg]It still needs some fixes but im really happy with what i got in 2days.

    Also i think im gonna finish the T spawn first

    [Blocked Image: http://i.imgur.com/6BqAvwM.jpg]Any suggestions ?

  • de_havana

    • Lajron
    • November 8, 2014 at 12:55 PM

    Here's the screenshot of the latest layout version which will be tested tomorrow

    [Blocked Image: http://i.imgur.com/rNTgZ7s.png]

    Also sorry for not showing any new aesthetic pics i was really busy and could only work on the layout.

    The A path still needs work but i'm interesting in how middle will play now since it went under some big changes.


    #EDIT1 if someone has any ideas what i could do with the left path for A i am open for suggestions

  • close this topic plz

    • Lajron
    • November 2, 2014 at 11:26 AM

    Just my opinion but i don't think you'll find anyone if you keep it a "secret" and just say it has 40houses and looks like inferno.

    Also this is mapcore they're good people no one is gonna steal your idea what more you'll probably get feedback.

    So if you want help , you should first post some screenshots.

    It's like you are asking someone to go on a blind-date

  • de_havana

    • Lajron
    • October 26, 2014 at 3:04 AM

    Well after thinking too much about gameplay i decided to drop it and focus my mind on more aesthetic stuff and while working on a new building i got few ideas for gameplay

    Anyways here are some stuff :


    Tunnel

    [Blocked Image: http://i.imgur.com/iV6EPD2.jpg]

    Above tunnel

    [Blocked Image: http://i.imgur.com/a15KFYI.jpg]A better look at the top

    [Blocked Image: http://i.imgur.com/W3xiRp0.jpg]And the tank which isn't really all that great textured but it's gonna be seen from far away

    [Blocked Image: http://i.imgur.com/CewVp0Y.jpg]

    Also here's the 2d grid image

    [Blocked Image: http://i.imgur.com/0rqSjSE.png]

  • de_havana

    • Lajron
    • October 12, 2014 at 12:27 AM

    I was able to find some time to work on my map so here are some gameplay and aesthetic changes


    Quote

    Ts spawn

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

    [Blocked Image: http://i.imgur.com/GkFEkp3.jpg]

    Made middle more width

    [Blocked Image: http://i.imgur.com/isEBt7v.jpg]

    Changed the A site route it was bothering me since the first day and it went though so many changes but i'm really liking the current one.

    [Blocked Image: http://i.imgur.com/1FRaLzf.jpg]Ts view from A route

    [Blocked Image: http://i.imgur.com/BH5g4gs.jpg]

    Also now they can go from A route to MID with this "hole" (they can't go up after they go through it)

    [Blocked Image: http://i.imgur.com/sQVCXhe.jpg]CTs view from A route

    [Blocked Image: http://i.imgur.com/fBf6MSp.jpg]

    Also removed the box at the A route and changed the entrance

    [Blocked Image: http://i.imgur.com/f6x2jL4.jpg]

    And at the CT spawn i added some stuff to break the long view.

    [Blocked Image: http://i.imgur.com/a5OwXvI.jpg]


    TopView

    [Blocked Image: http://i.imgur.com/6CmddIr.jpg]

    Display More

    @3dnj

    Yeah i guess i need more faces but currently im not really that familiar with csgo source engine so im gonna try keep it "low poly" but if i manage to optimize it pretty well i will redo all the models , because my modelling skill will probably be much better.


    @Niller

    About that red-line i'm not forcing CTs to go through it since they have 4-5 routes for A and all of them take less then 20sec.

    Green - i agree also im gonna keep a close look on the mid for the next playtest.

    Purple - yup i also don't like it.

    Blue - there was already a passage there but i blocked it since it seem for CTs really easy to take Ts but i found a solution now.

    Brown - i moved the doors away a little bit.

  • de_havana

    • Lajron
    • October 5, 2014 at 9:59 PM

    Started working on the T spawn , the map has been tested today and i was pleased

    [Blocked Image: http://i.imgur.com/vxmaJZu.jpg][Blocked Image: http://i.imgur.com/ixxZj1X.jpg]

  • de_havana

    • Lajron
    • September 30, 2014 at 6:58 PM

    Sure if you guys think it's better to change it but i think someone already took de_cuba?

    Anyways in its current state its just called tetra_layout_version.

  • de_havana

    • Lajron
    • September 30, 2014 at 10:43 AM

    Well i guess they might think that its the old havana.I'm actually using some textures from cs:s cs_havana and you can read here how low play the map got http://counterstrike.wikia.com/wiki/Havana so i actually went with a little bit of a different theme.Still you might be right but since i'm not well known as the other mappers i guess this actually might help me get my name out there.

    Also a remake doesn't have to be the same as the original.

  • de_havana

    • Lajron
    • September 29, 2014 at 7:15 PM
    Quote from Drakeee

    How do you get such defined shadows? Is it down to lightmap number?

    Well currently i didn't use anything below 16 lightmap scale.I'm using the expert compiler with custom compile settings but it's similar to "Full compile -both(ldr and hdr) -final(really important command)"

  • de_havana

    • Lajron
    • September 28, 2014 at 12:22 AM
    Quote from Squad

    Really like it so far! The building in the 5th pic is just pretty great, I think I stood there looking for 2 minutes at the playtest warmpup


    Is it just me or has the layout changed a bit since the playtest? I'm talking about the left side on the radar.

    Yeah , i changed the left side , before it was just a big ramp where CT's and T's could see each other in about 5sec but this is the 3rd version before this there was another change which was even worse

    Quote

    [Blocked Image: http://i.imgur.com/O8wuld5.jpg][Blocked Image: http://i.imgur.com/tdu5Kph.jpg][Blocked Image: http://i.imgur.com/akXUdJp.jpg][Blocked Image: http://i.imgur.com/KIvubEr.jpg]

  • de_havana

    • Lajron
    • September 27, 2014 at 5:21 PM

    Hi guys some of you might know me from the mapcore playtests but for those who don't im a GoldSource & Source level designer and modeller.
    You can find some of my work at http://gamebanana.com/members/1223393 and at http://twhl.info/user.php?id=6214&maps

    I started making de_havana about a month ago when i realised that no one made a "Havana style" map which was my favourite.Tho my map is much more sunnier than the ones from cs 1.6 and cs:s.

    Here are some beta screenshots of it :


    Quote


    [Blocked Image: http://i.imgur.com/xGjzLvM.jpg][Blocked Image: http://i.imgur.com/0v6EIh0.jpg][Blocked Image: http://i.imgur.com/Ht1OVLw.jpg][Blocked Image: http://i.imgur.com/eSWCogI.jpg][Blocked Image: http://i.imgur.com/Sntjpvo.jpg][Blocked Image: http://i.imgur.com/MT4Ul8E.jpg][Blocked Image: http://i.imgur.com/bd2xGx7.jpg]
    [Blocked Image: http://i.imgur.com/g2cp4fi.jpg][Blocked Image: http://i.imgur.com/3aIW85C.jpg]

    map from the top view/radar :

    [Blocked Image: http://i.imgur.com/zAs8lZm.png]


    Textures still need some work on the buildings and those crates/boxes are gonna be replaced with custom models or become part of a building.

    Inspiration also came from Assassin's Creed IV Black Flag.For reference i used AC-IV havana and pictures from real-life havana like :

    Quote

    havana cathedral

    [Blocked Image: http://static.panoramio.com/photos/large/11311978.jpg]

    This is also my first CS:GO map and i'm sorry if i made some spelling errors.English isn't my native language.

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