Posts by aaaaasdasdasdasdasda
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Got plenty of work done on cs_seed/cs_biohazard/whatever it is. I think it is starting to reach the standard I wanted, which is great! There should be a playtest running soon too.
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Quote from tommDisplay More
very unique looking map, +1 for snow

regarding the last screenshots, I liked it better before
I think the greenish light seems odd for a snowy environment.
just my 2 cents.
You're probably right, it's very easy to get carried away with colour correction. I might try a small amount of blue since I still want some kind of colour theme to the map.
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So I just realised I was using f.lux when taking making my map so it looked better on my monitor at night than day. I've added colour correction to try and simulate this. Thoughts?
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Got some more work done.
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Entry to a passage that will go towards the hostages.
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Warehouse thing, tried not to fall into the yet-another-warehouse syndrome.
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Alternate path for rescuing CTs
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Room with some kind of machine.
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Other side of the path into CT spawn.
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Incomplete bit that will take you through to some snow-warehouse things.
I'm liking what I've gotten done with the lighting, definitely has some mood to it.
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Decided to go full blitz with the subdivision tool. I think it may have worked.
[Blocked Image: http://i.imgur.com/7uoSrfl.jpg][Blocked Image: http://i.imgur.com/iXV8ngk.jpg][Blocked Image: http://i.imgur.com/k7g1kbh.jpg] Ignore the floating lights. They're magical, trust me.
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Quote from Bevielis
First and second screenshots look absolutely gorgeous. The rest display some blocky geometry of the snow walls, it also would help if the snow walls had a bit more detail, like a maintenance box, or a door. Anyways, 10/10 would bang.
Those were my concerns, especially the blocky geometry. I'm not sure what to do since using the hammer displacement tools is so so painful, is there some kind of secret?
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You might have seen this in the WIP thread but I figured since I'm gaining some ground I could make a thread of its own.
It's a hostage rescue map inspired by the Svalbard Seed Bank in norway, but with plenty of changes to ensure some sort of gameplay.
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Here's the areas that I've created so far:
[Blocked Image: http://i.imgur.com/YpmgFrJ.jpg][Blocked Image: http://i.imgur.com/5TquLrP.jpg][Blocked Image: http://i.imgur.com/fYaUc0h.jpg][Blocked Image: http://i.imgur.com/GivW9HR.jpg][Blocked Image: http://i.imgur.com/pQJOYUH.jpg] I'm not totally satisfied with the colouring of the map as a whole but it has come a long way. Displacements are also being frustrating. I'd love to hear what you think!
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Definitely made good progress with this.
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I'm thinking this could become a good cs_ map if I could get a layout out of it.
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I was basing it more on this
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and this
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It's the seedbank thing in Norway, pretty cool place.
I think what was missing was a proper texture, so I came up with this:
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I feel like something is missing but I really don't know what it is.
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Quote from Drakeee
Tried it yesterday, did a "fast" compile but all my displacement had black seams where they were sewn (shadows). Compiled a fast compile in Hammer and it was fine - did I do something wrong I wonder?
Those black seams are usually just a side effect of the fast compile. I'm not sure why your hammer compile is different since they should be mostly identical.
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New version! This time with changes that TopHATTWaffle suggested!
- Make output work on a character-by-character basis so you can see progress in realtime
- Add post compile options such as map file archive, shutdown and run file
- Fixed issue where cancelling compile would crash
- Added memory of previous games to the launch window
- Add hotkey support. Press F8 to bring up Compile Pal and press enter to immediately begin compiling after.
- Add large number of extra program configuration options
- Make map copy checkbox ticked by default
- Lots of minor bug fixes
Download it here as always:
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Decided to go ahead and release the map today, with minor changes based on the great playtests that were held.
Check it out:
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Quote from jackophant
Exodus makes good points, but just adding that I thought the route from spawn to spawn over the top encouraged a lot of spawn camping and detracted from the objective at hand.
The players are supposed to spawn on an objective once they capture it, sounds like that wasn't working.
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Seems like a recent update broke the demo for cp_altro's playtest, so I'd love to hear how it went. Otherwise I'll just release the map and see how it goes!
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Since tools are apparently posted here, I might as well post mine, Compile Pal.
It's a wrapper for the source map compiling tools that provides easy configuration and better UI.
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It's got things like batch compile support, basic automatic file packing (for prototyping) and progress display on the taskbar:
Downloads are maintained here: