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  3. TheGuma

Posts by TheGuma

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 4, 2014 at 4:40 PM
    Quote from 3Dnj

    de_gwalior2 ?

    Is that sarcasm? D:

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • September 3, 2014 at 10:36 PM

    So as you may know the next CS:GO Operation is coming September 15, so not much time for me to shine.

    I'm literally pumping out crazy amounts of progress on my map to have it finished by the time. It may or may not be finished by then. No idea.


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


    [Blocked Image: http://i.imgur.com/RfhHXx5.jpg]


    [Blocked Image: http://i.imgur.com/yHyl9x5.jpg]

  • [CS:GO] Re-release of de_import

    • TheGuma
    • September 2, 2014 at 6:03 PM

    Outside garages could use some brush-work. Also,I'd love if you used some more toned-down colors for containers. Bright colors can make the eyes get tired pretty easy.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • August 30, 2014 at 5:23 PM
    Quote from indro

    B-site almost ready.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/64495616215915100/C4892947CA3943C670557C19A4CECCD8036A5BFB/]

    Some things don't make sense here.

    Code
    Decals on walls appear on ground displacements, use overlays. Although I've heard that some people say decals are less system intensive than overlays, it's considering the old Source engine. The CS:GO engine (Ever since Left 4 Dead 2 and Portal 2) the overlays do little to no effect. Valve uses them on all of it's official maps. Here's what pros overlays have over decals - Can be resized, does not appear on two surfaces at once.
    
    
    Why would they put a huge shipment container in a middle of a village?
    
    
    Add some more brushwork on brick walls.
    
    
    Try to add pros and cons of each cover, so that any place you hide someone could still peek you. (But don't expose it from too many angles!)

    Anyways, here's what i like about your map.

    Code
    Great skybox
    
    
    Good model selection
    
    
    Theme

    That being said, I'm always up for seeing more screenshots! Good work, there's still some places for improvement but you have basic ground work layered out already.


    P.s - I used code quotes cause they look better, silly me!

  • Games W.I.P Thread

    • TheGuma
    • August 30, 2014 at 12:16 PM

    I'm not only working with Valve Hammer Editor, I'm also making games.

    (One of my games took 3rd place in GameJolt Contest 9, my T-shirt still didn't arrive )


    Here's my WIP.


    InsaneCoke (Yup, that's how it's called)


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


    Some lens flares.


    [Blocked Image: http://i.gjcdn.net/imgserver/screenshot-thumbnail/898x1000/52381.jpg]


    And some CS:GO inspired stuff -


    [Blocked Image: http://i.gjcdn.net/imgserver/screenshot-thumbnail/898x1000/52384.jpg]

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • August 28, 2014 at 9:26 PM
    Quote from indro

    u mean those, right?

    [Blocked Image: http://cloud-4.steampowered.com/ugc/64495616161461370/EBBB17DE92273D8A9AAD41676F2669AA31DEB5F5/]

    The models look awesome! I should try that out on some of my future maps.

  • [Insurgency] Oasis

    • TheGuma
    • August 20, 2014 at 6:01 PM
    Quote from Setin

    I haven't thought of that. Do you mean that they need more flat land to grow and can't grow on a hillside?


    It fits the civ vehicles pretty cozy. I could open it up more, but I would imagine it wasn't made for those giant Humvees =P


    Palm trees cannot be that low to the ground.

    Palm trees must have distances from each-other. There cannot be two palms withing 5 meter radius.


    That's just how it is.


    And yeah, if your gonna have an garage you might as well as make it open!

    I mean, small stuff like that isn't that super important but I'm still encouraging you to go and try improve it.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • August 19, 2014 at 6:12 PM

    Some more progress on De_Oasis from CT spawn.

    (See my previous post)


    P.s - I'm full compling the map every time i wan't to take the screenshot, so i hope you guys appreciate!


    [Blocked Image: http://i.imgur.com/BW6ppTj.jpg]

  • [Insurgency] Oasis

    • TheGuma
    • August 19, 2014 at 5:04 PM

    Here's a few flaws i found.

    On the pic 4 the palm trees on that height obviously wouldn't be able to grow. In order for palms to grow they need to have certain amount of space in between them.


    Pic 5 - The garage is too thin for the jeep to get trough? Or is it just me?


    Anyways, good work for a start. I know it's still super-early but i know you can iron out those errors. Especially if your attending at the contest.

  • [CS:GO] cp_altro

    • TheGuma
    • August 17, 2014 at 4:03 PM
    Quote from El_Exodus

    Let's definitely playtest this in the near future!

    Near future? Heck, let's do this now!

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • August 7, 2014 at 8:26 AM
    Quote from cashed

    Some fiddling around with ideas


    http://imgur.com/a/kYsIw


    The Cuban beach looks kind of Tf2-ish, which i like!

    I think you should go with that theme, just make it a little bit brighter


    The really hard part is that when you have the layout done already, making it look natural is really hard, for example those blocks.

    You get stuck on decisions - Should i make that a cliff? Should that be a container?


    Quote from FMPONE

    Hey, that's cool!


    I would add some beveling to the horizontal trims, as well as trying to sharpen the shapes a bit, get some more angular bits to contrast some of the nice bends and smooth areas. Cool start !


    Thank you for your reply, I really value your feedback! I'll post up pictures when I have it updated.

  • CS:GO SDK - Reflective Textures/Brushes

    • TheGuma
    • August 6, 2014 at 9:06 PM

    Just like crashz said, try add a static water texture brush and 1 unit clip brush above it, however, note that CS:GO water does not reflect props, only the world brushes.


    Cubemaps would look ugly as they are not parallax corrected.

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • August 5, 2014 at 9:39 PM

    Hello! I'm quite new to this website, but i wanted to share something with you guys.

    DE_OASIS (WIP)

    Very early screenshot. The fence columns still need smoothing groups and more detail.
    I have the layout done already, will post up later on.

    [Blocked Image: http://i.imgur.com/WNcUhB2.jpg]

    Sorry.. I don't know how to do spoilers

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