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  3. TheGuma

Posts by TheGuma

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • November 7, 2014 at 3:18 PM
    Quote from Spherix

    Raise the brightness of the Ambience property of your light_environment

    Already did. The screenshot you see has the max Ambience level possible.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • November 7, 2014 at 2:10 PM

    [Blocked Image: http://cloud-4.steampowered.com/ugc/29599162117539778/C3408DB3DB764AC6615080A694508294E57CF528/]


    Some De_Oasis progress. Still haven't figured out how to make shadows less dark. (A.K.A Contrast)

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • November 6, 2014 at 4:55 PM
    Quote from El_Exodus

    I just started to create a sci-fi styled Arms Race map for CS. I planned this for quite some time but had no idea how to make the layout. I hope i'll have a first playable version soon to check the gameplay out. We'll see if i gonna finish this one^^ So far i put 20 minutes into this


    [Blocked Image: http://abload.de/img/ar_scifi17js54.png]

    Make it look like it's in space and add some Unreal Tournament style jumping pads, and I'll love you forever.

  • Bruges

    • TheGuma
    • October 28, 2014 at 5:14 PM
    Quote from tomdon

    I would agree , at the moment I have just been grabbing CSGO props to speed things up. My plan is to replace the unrelated stuff with my own custom content.

    I mean, bruh.


    Use geometry, for example, instead of some random box out of nowhere you should place a fountain that would make more sense.

  • Bruges

    • TheGuma
    • October 28, 2014 at 2:38 PM
    Quote from tomdon

    Thought I might break out in to my own thread for my Bruges map. Everything is up in the air at the moment, I am using existing assets for everything at the moment. Once I am happy with the layout I will start adding in my own assets. I have started to work on some low poly models for background buildings:


    [Blocked Image: http://i.imgur.com/kv1VE78.png]


    and just a couple of general shots:


    [Blocked Image: http://i.imgur.com/orq9t3i.jpg]

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

    Display More

    You might wanna use a different skybox, but that's just my personal opinion.

    Metal panels on roof don't fit that well either, Belgium isn't that cheap! ;P


    Oh! AND I ALMOST FORGOT!

    Make it look rainy. Add puddles and stuff.

    I often like to put water in my maps just to reflect the geometry and make the map look a little bit more impressive.


    Looks great nonetheless!

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • October 26, 2014 at 2:01 PM
    Quote from Z3LCIAH

    Working on my first CSGO map, based in Bruges, Belgium. Just playing around and experimenting so far, nothing fancy yet.


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


    [Blocked Image: http://i.imgur.com/9Gu8FSD.jpg]


    [Blocked Image: http://i.imgur.com/04o3yMj.jpg]


    [Blocked Image: http://i.imgur.com/jRqCa8X.jpg]

    Display More

    I just moved in to Belgium a month ago!

    You got yourself a great theme to work with.

    It's pretty rainy here, so you could work with that in mind as well.

    I was going to do de_dinant, but since I have to work with other projects I have i scratched it.

    Here's what Dinant, Belgium looks like in real life!


    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/f/f7/Dinant_reflected.jpg]

    This can give you some ideas.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • October 21, 2014 at 8:38 PM

    [Blocked Image: http://cloud-4.steampowered.com/ugc/29597157470897938/DC2D4C1217F0588E593E2CB03EE40AA7413907B9/]


    Tackling with a possible theme for a map...

    Terrorists must infiltrate a secret government database and destroy the servers to end mass surveillance once and for all.


    That would be the T spawn, the idea is that the terrorists found a secret route through old mountain shafts. I might change it to a van, but it wouldn't make sense on a highly preserved base (given the conditions).

    P.S - Shadows look a little bit too dark for my taste, does anyone have any idea how to reduce shadow contrast without changing ambient light? (It's the brightest possible)

    It makes corners look rough.

  • [CS:GO] de_acceleration

    • TheGuma
    • October 8, 2014 at 3:13 PM
    Quote from kinggambit

    Here's some feedback for the latest playtest:

    • Assuming the tunnel is going to be open, I like the widened area. Iz gud! Long narrow hallways are a bit too simple and hard to push.
    • CT's can push and take advantage of mid too easily. Flanks from mid were really easy during the last playtest. I don't think it'd be too much of an issue if you found a way to deter CT's from running out from mid for free (i.e. T's can throw smoke grenades over into mid, slow down the timing for CT's to mid, some kind of chokepoint, etc.)

    i.e.:

    [Blocked Image: http://i.imgur.com/rpQHi0p.jpg]


    Maybe add a way for T's to boost over the balcony at T spawn to get to mid faster? It also helps stop CT's from just smoking off the tight choke at the doorway and getting a lot of map control for free:

    [Blocked Image: http://i.imgur.com/mCm0C7k.jpg]

    • It'd be nice to have more mobility at B to get from the ground to the balcony area. During playtests, I only saw people using the small staircase waaay back in the corner of the site. It funneled the action. If there were a bit more convenient ways to get up the red container, I think it'd be a nice addition. (Just my opinion though)
    • It's quite hard to push tunnel into B. Lots of hard angles:

    [Blocked Image: http://i.imgur.com/lYpl1dQ.jpg][Blocked Image: http://i.imgur.com/G9qEZRn.jpg][Blocked Image: http://i.imgur.com/oisK56e.jpg]


    Technical issues:

    • In general, there are areas that need to be clipped off.
    • Also, just a reminder that I think some staircases were causing the lag issue. I'd try clipping them off (and just make them "not solid" for extra measure) to see if that fixes it.
    Display More

    I'm not the map developer, but nice feedback!

    Just wanted to clarify some things.. It's not the stairs who cause the lag issue, either the map lacks nodraw-pass or just func_details.

    Areaportals would be a good idea, as well as prop viewing distance.

  • DE_SEASON

    • TheGuma
    • October 6, 2014 at 8:35 PM

    Why no func_vehicle though?

  • DE_SEASON

    • TheGuma
    • October 5, 2014 at 5:48 PM

    FIRST. AND YES! YESSSSS You made my day.


    EDIT: Ha! You got me


    Double EDIT: The link is wrong, damn

  • CS_MANSION Remake (WIP)

    • TheGuma
    • October 2, 2014 at 5:50 PM
    Quote from logo

    Really nice work, I remember that I was working too on cs_mansion but in the end I was too lazy to finish it, maybe someday.

    Here is the video of it

    But all in all good job, just one question why is the gate closed?

    Oh wow! That's so similar!


    And the gate, I think I'll open it up.


    I appreciate every feedback!

  • CS_MANSION Remake (WIP)

    • TheGuma
    • October 1, 2014 at 9:10 PM

    Aye people!
    If you ask me I'm still fresh on the website, but already got fond with it and found quite a few interesting folks.

    I'd like to light people up and show something i was working on for past 2 weeks, not too much but maybe something to get an eye for.

    What I'd like people to keep in mind is that I'm showing the art direction, idea and environment adaptation to the map. Basically, I'm not going into details about layout.

    Some people might know a map from 1.6 called cs_estate, a successor to cs_mansion which had less campy spots. For example, instead of having ladder sewers it had underground tunnels leading up to mansion pool room. (Wine, pool, bar and much more. Awesome. I'll have to do that!)


    Since CS:GO is much more competitively focused, I decided i would make some layout changes to the map to make it more viable.

    One of which is making the underground area like in cs_estate,

    removing access through middle gate and hiding main CT entrance from mansion with the shack outside. Also, i decided I'd make only one side of the house more focused on action, since having to fight from both sides wasn't very nice. For example; There is window on only one side of the house, unlike originally, which allows for high-risk high reward sniper play-offs.

    All and all, here's a few sneak peak pictures. Not too fancy, but trust me, there's some cool stuff too, such as doorbell, next-gen fish AI and flag poles

    Quote

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


    [Blocked Image: http://i.imgur.com/4yJiI6q.jpg]


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


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


    Haha, monitors. Preserving the classics!

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


    Mansion, REAL WIP

    [Blocked Image: http://i.imgur.com/m2vn51v.jpg]

    Display More
  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 25, 2014 at 4:37 PM

    Ahh.. Silly Imgur. Didn't let me edit the titles, but oh well. Hope you get what i mean

    (It was faster to put it on Imgur, really)

    Since I put links to albums, I also did a spoiler.


    I have quite a lot of stuff going naow, so here ya go -


    Quote

    De_Oasis Progress (Yay)


    http://imgur.com/a/dYPJh


    Cs_Mansion (Remake, copyright folks. But whatevez, I'll get in touch with original creator.)


    http://imgur.com/a/btNyk

    Display More
  • CS: Canals

    • TheGuma
    • September 22, 2014 at 4:59 PM

    I always wondered how Half Life 2 would have looked remade on CS:GO engine, since the lighting is way more natural. Keep up the good work!

  • Handpainting practise

    • TheGuma
    • September 22, 2014 at 4:48 PM

    Looks amazing! Kind of TF2-Ish, too.

  • [CS:GO] cp_altro

    • TheGuma
    • September 5, 2014 at 8:53 PM

    We were play-testing this on Mapcore Event. It was awesome, I'll admit! Everyone seemed to enjoy it. The only problem i found was that the T and CT spawns were too close to each-other. It feels as if it's too easy to Negev rush it.


    I think making spawns farther away would make it harder but more rewarding!


    Also, some players complained the map was too cramped. Or so to say.. Tight.

    These are some issues that might need to face-lift the map, and i believe would be hard to do, but if you would, that would be awesome!

  • [CS:GO] Re-release of de_import

    • TheGuma
    • September 5, 2014 at 7:26 PM
    Quote from holiestcows

    The over head shot may not be the most flattering but when you're on ground level, the garages I feel, are detailed in a way they look right, but not so much that it distracts.


    Well it just happens to be another common color for the environment. DUST1, Dust 2, Mirage all have a similar color scheme, bare a few buildings with a blue color. A lot of shipping yards we used for reference use a lot of bright saturated colors for what I imagine, safety reasons and regulation. We included it into our map again this time, because It feels unique and stays true to the environment. We did however, from what we learned from Black Gold, tone it down.

    I'm glad you are listening and responding. It's important for me because i felt like Black Gold had a huge potential, so I'm excited to see new maps from you. And hopefully, get involved into shaping it.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 5, 2014 at 3:20 PM
    Quote from indro

    Ty for info.

    Anyways trying to push my map also out before 15th september then.


    Also if i have enough time im going to edit all flower model textures and add some snow, ice on them.


    CT Spawn:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/48733830044614719/5C0391DF0ABA4BDE03B67D98E1D414EDC4563500/]

    Display More

    Looks a lot better. Starts to shape up to be a bit more real! Try to make sidewalks on the road, you can add some cones to mark where pedestrians can walk. I'd use a yellow rope between each cone to mark "safe zone", I'd also add some signs on the road. You can get some from Overpass models. It's a slippery road after-all! Noone cleaned it for a while.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 4, 2014 at 9:06 PM
    Quote from 3Dnj

    ok that's better ! The thing was the two tower looking like gwalior fort. keep up the good work.

    It does look like it, I'll probably replace it with an hotel. (A good one! )


    Quote from N3tieb

    @TheGunma


    Looks great like the lightning but i think the walls look abit bleach perhaps use coulercorrection?


    The color is white, so if i added color correction it would look either blue/green/red or any color i select. Adding more colors to palette would just make the building look noisy and over-all a bad background for a battle-zone. Player models are pretty visible against white, but I'll have to rethink about it.


    I'll post up screenshots if i come up with an idea to compensate the brightness/bleach-ness/saturation.


    Thanks for good feedback people.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 4, 2014 at 8:19 PM

    Ok... So apparently there's some confusion. Two days back before i posted these screenshots, i had a few other posted on Reddit, but apparently i forgot to update ya guys.


    So before you jump into conclusions i will agree that the building in those upper screenshots look like Gwallior one, but it's nowhere near the level of quality.

    So to notify, this is not the ONLY building in the map! This is just some building i was making on middle area to have some more eye candy.


    Here's some better screenshots!


    And no, it's not the Dust theme... It's the Modern United Arab Emyrates....


    [Blocked Image: http://i.imgur.com/9pDh7EB.jpg]


    [Blocked Image: http://i.imgur.com/B0RJEhC.jpg]

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