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Posts by Castle

  • I have a question about the CS:GO levels.

    • Castle
    • September 28, 2014 at 10:29 PM
    Quote from text_fish

    I remember a couple of really cool maps from CZ that I'd like to find updated versions of. Do you happen to remember the names of the map where you walk through a crashed plane in a jungle, and the one with two giant round gas containers (again in a jungle I think)? Edit: Just answered my own question with some extensive googling. I was thinking of cs_downed and de_airstrip.


    cs_Downed was created in house at Ritual by Kiltron

    de_Airstrip was a map from Gearbox if I recall that we had to maintain and complete. I believe that was handled by Chris or MrClean, you may know his work in the quake 3 community. I ended up doing some basic stuff for game mode implementation at one point though.

  • I have a question about the CS:GO levels.

    • Castle
    • September 28, 2014 at 9:29 PM

    One memory I have is that we were able to get the source map for de_Dust I made a series of changes to the levels visual style including the hooking up of the skybox stuff. That blue trim you see in both dust maps for example was created during this time. I also have a pretty strong memory of not having access to the de_dust2 source map file and I had to decompile the bsp and clean up all of the brush work. Though its possible at some point we did end up getting the source file for that one. Believe it or not this work was done in UberRadiant instead of Worldcraft. I had no hand in the extra connection that was added to de_dust as I felt strongly to not modify the level.


    But yeah what Puddy says is likely true. This is actually my fault for not at least keeping track of things anyway. This is actually a really weird situation because I have worked on so many things sometimes I it comes back to haunt me. I will never work on something again without documenting it.


    edit: Inferno was a level that a guy named Chris was working on back in the day. We divided out the levels to each designer at the time. During this time Ritual experienced a mass layoff so I ended up with almost every map lol. That was !fun! haha

  • I have a question about the CS:GO levels.

    • Castle
    • September 28, 2014 at 5:08 AM

    A long long time ago I was one of the main mappers for Condition zero and I also ported a lot of the original CS maps over to the XBox. This involved doing all kinds of stuff like visual updates and even changes to the levels in general. Most of the original maps were touched by me and the rest of the team at Ritual during this time.

    I decided to play CS:GO tonight just for fun and while playing I started having really strange flash backs. Are the CS:GO maps at all based on the XBox ports? It feels like a lot of the stuff I did is still in the maps, either that or I am going crazy or gas lighting myself. But it also feels like the maps have changed a lot since then too with both miner and large changes making it even harder to remember any details. It was such a long time ago. This goes for a lot of the maps that coworkers worked on too.


    I always figured all of the maps were remade from scratch by now, but they SEEM to be age old Frankensteins still containing a lot of stuff I have done to them.


    So anyway the question is, if I have actually put work into these maps where is the gray area for me to be able to say I worked on maps for the game? It would be awesome to have such a popular game in my portfolio and it makes me want to smack the shit out of myself for forgetting to keep track of stuff like this. Its just a weird realization in general and I am not sure if I am messing with myself or not.

  • Destiny

    • Castle
    • September 27, 2014 at 9:49 PM

    Well, here is something to chew on. When the trailer for the game sights really awesome sources for gaming news such as Forbes and USA Today.


    Yeah, not everything they say is going to be super honest.

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 27, 2014 at 10:25 AM

    Progress on the level. Its pretty close to being ready for submission.


    [Blocked Image: http://i.imgur.com/uj8Ma1V.jpg][Blocked Image: http://i.imgur.com/AUfkoCr.jpg][Blocked Image: http://i.imgur.com/Gf0AI0d.jpg][Blocked Image: http://i.imgur.com/bab41Ac.jpg][Blocked Image: http://i.imgur.com/C9vCbha.jpg][Blocked Image: http://i.imgur.com/ggTe77T.jpg]

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 26, 2014 at 10:48 PM

    Were they called rats maps all the way back in the day? I cant remember!

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 26, 2014 at 7:48 PM

    Yeah I see it now. I had no idea! XD

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 26, 2014 at 5:46 PM

    Whats a rats map? Not sure if I am or not! LOL

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 26, 2014 at 8:18 AM

    Sneak preview. The entire map will be meshed out soon.


    [Blocked Image: http://i.imgur.com/LmCj5c7.jpg]

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • September 23, 2014 at 2:55 AM

    I will be updating the OP with new episodes as they come out. It took a bit to get this rolling but expect a decent number of these.


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  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 19, 2014 at 10:02 PM

    Oh I was going to do this no matter what anyway I just got off to a slow start. haha!

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 19, 2014 at 10:02 AM

    Some more progress. The idea is that the bottom areas and the center of the map have a industrial tech look to them but there is a layer of smooth white and black futuristic panels on the top and outer rooms. I may have this all fleshed out by the deadline though its already a lot further along than it should be at this point.


    [Blocked Image: http://i.imgur.com/KQk35qv.jpg][Blocked Image: http://i.imgur.com/0Va1wNJ.jpg]

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 17, 2014 at 8:16 PM
    Quote from Sjonsson

    Thanks for mentioning it, ocasionally I had it like that anyway!


    Here is the link that goes over the cooking process. It does have an effect on how you release your level so skim over it sooner than later.


    https://forums.unrealtournament.com/showthread.php…h-Epic-s-builds

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 17, 2014 at 7:04 AM

    Yeah! Feel free. Just keep in mind that for right now Epic has instructed us to keep all assets in a separate folder with your level file. This is for the cooking process and to keep directory structures clean.

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 16, 2014 at 8:13 PM

    For now I am sticking to a style that I feel is UT just from my memory of working on UT levels on previous UT games.

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 16, 2014 at 9:38 AM

    Some forward progress on the art side of things.


    [Blocked Image: http://i.imgur.com/54RQ31f.jpg]

    [Blocked Image: http://i.imgur.com/szmM7NY.jpg]

    [Blocked Image: http://i.imgur.com/XAn8Wqj.jpg]

    [Blocked Image: http://i.imgur.com/lyG48BN.jpg]

    [Blocked Image: http://i.imgur.com/a05fIMw.jpg]

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 15, 2014 at 6:57 AM

    Some work with meshes and triplanar materials. Goal is to fill out the entire level with stuff like this.


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

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 15, 2014 at 1:43 AM
    Quote from 2d-chris

    hehe thx, I'll see what I can do about getting this uploaded - so others can snoop if they want to - or use the assets I made.


    PS: you guys used the vertex snapping, tis uber useful - most of my trims are positioned that way.


    What kinds of assets have you made so far? One of the things I am wondering about is if I should just go ahead and build static meshes for my level or hold back on that and do more brush work exactly like epic is doing. I am kind of torn at the moment because Epic seems to be doing fairly heavy brush work but in my opinion it makes more sense to block things out with models. With that in mind though its hard to know exactly what the models for this engine are going to really be like due to the fact that it is a next gen platform and thus too cutting edge to really know how things will pan out. I have started to make meshes and place them into the environment so far though.


    I haven't tried the vertex snapping yet. Ill have to take a look.

  • Mapcore's UE4 Whitebox Challenge

    • Castle
    • September 14, 2014 at 11:18 PM

    Chris that's looking amazing even compared to the maps epic is putting together!

  • [UT4] DM-Thebalist (WIP)

    • Castle
    • September 13, 2014 at 8:28 PM

    I updated the OP with new visuals and the latest download of the map.

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