de_chateau, gl with that.
Posts by TheGuma
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While it is not a bad idea, Source is also good at handling displacements and brushes on its own as long as you know what you're doing.
Of course, props are more efficient when it comes to very detailed subtle things such as windows, trims, corners, props and other details, but I don't think making the whole map out of them is a great idea.
Some things such as penetration, different graphic cards handling the map and collisions come into mind.
For example, the ground in the screenshot outside could be easily replaced with displacements, and to make it look just as good you could have a good texture on it.
There's a new feature that allows you to use Phong on non-model surfaces, so you could experiment with that too.
Just some of my thoughts, the screenshots look superb, it doesn't even look like Source engine!
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Woah, long day! I was worried I wouldn't be able to do it, but now that I did I just HAD to share this!
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You might be thinking it's just a flat plane palace texture inside the 3D skybox, but nope.
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It's actually a model! I'll keep improving the model as I go, but for now I think it doesn't look too bad from long distance.
I've also added Phong to make the structures look more natural and real, because Phong directs the shading from the sunlight inside the engine and not the texture itself.
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Some more conceptualizing. I have no idea how I will remake the Kremlin's palace though D:
[Blocked Image: https://i.imgur.com/dWCmpee.jpg]
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Excellent work!
Looks very clean, I also love the textures.
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Happened to take a snapshot with one of those fighter-jets by luck. Yes, displacements still need a L O T of work
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Quote from will2k
Nice.
Is this part of a playable level or just some "artistic doodling"?

The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).
You probably noticed them and it's all WIP, so all is good

Yeah, it's just me messing around with an idea seeing what I could accomplish.
The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
[Blocked Image: http://nextgenerationphoto.be/wp-content/uploads/2014/02/2010-08-12-Dinant-2010-08-12.jpg]Other notes:
I didn't know about the Info_lighting part, thanks!
Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.
But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.
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Some more WIP shitlets
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Got my shit together and fixed the skybox. Woo!
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Some progress. Pretty good overall I guess, but I need some help with the buildings in the skybox.. The texture in the background is translucent, and has a translucent 1 tag. However, I cannot seem to get selfillum to work with translucent, thus why the buildings are dark...
Anyone has any ideas? Thanks!
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Quote from OrnateBaboon
Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.
Spent time on some important tasks. Like adding caged chickens to eye candy areas!
[Blocked Image: http://www.skybex.com/home/coast_18.jpg]
Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next.
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*Sorry for long-as* quote but okay*
Haha, the chicken cage, I remember doing it the inefficient way.
Basically all I did was remove collisions with the cage prop and add a hollow clipping brush around the cage so that the chicken could move around inside it. What's your approach to this may I ask?
Also, I know this is silly, map looks freaking awesome!
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Quote from will2kDisplay More
Following my good friend Squad's advice, I further dimmed the dark bits of the cityscape; the results look much better
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To get a better view of the night setup/skybox, I went ahead and made another test map, slightly more urban to get a proper feel of the skybox.
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I'm sorta getting nostalgic vibes of Deus Ex 1 ( the mission when JC Denton goes to NYC's Battery Park)
and I like it.Don't hate me pls, but to me it still seems a bit too bright. Generally a good idea would be to have some sort of 3D Skybox fog to blend the colors a bit, but not too much to make the buildings not visible. Also, those big buildings. I'm wondering if you are having them in the 3D skybox itself or are they just giant brushes in the map geometry? If so, you can have less complicated buildings inside the 3D skybox and add a single cubemap. It would make the building reflections look awesome.
It gives me Duke Nukem vibe, anyone else feel the same?

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Tried to jump on the night map bandwagon to see how my map looked like on different condition, I still think it looks crappy D:
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Those stairs going down are supposed to lead to underground metro.
Also, will2k that skybox looks aweeeeeessoome! I was thinking of using something like that for this map, just a bit more Dubai themed, still have not decided about the night theme though

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Woah, I can definitely see some inspiration from Agency (for the theme, and I think it looks good already tbh)
I can see you have some entrances from T spawn to bombsites, however, in middle you only have two. This is normal and mostly recommended, however pretty "old", or to put it simply, boring. I suggest you add some interesting plays from middle itself, such as having door from middle to bombsite instead of another entrance from T spawn. This would make middle play more aggressive and interesting. You can also try having some vertical play, such as having the entrances from middle have a certain amount of depth (maybe even ladders?).
The current state that I am seeing is that AWP or Autosniper plays are going to be dominant. You might want to have more stashes/crates (shipping new paintings?) and such to have some variety in play styles, as well as promote careful plays for non-awp players.
Indentations in walls that you cannot get full body cover is a no-go. At least on head level height, or play-ability height. The indentations can cause some trouble nading.
Lastly, most of the gameplay should never be focused close or around spawns. Those are areas you generally want to leave and not enter back unless you want to purchase/save (or you are a dummy camping spawn). You want to promote most of areas and rotations around middle area, and not just two entrances which can be very easily blocked out.
Anyways, I might be wrong for the most part but that's just my opinion. Very best luck with your map! Just gave some of my first thoughts.
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Bump!
Got some new greenscreen models going!
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Also, a very heavy WIP 3D skybox!
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Got some models going on the left side... The wall is temporary, though! Also, I hope you guys don't mind if I post here often... It's pretty big for me.
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The plane is a custom model

The collision box for the chicken cage model is not hollow so you have to disable collisions on the prop and add clipping brushes instead. This is so you could place the chicken inside (that is of course if you want to do the chicken in a cage thingy).
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Just making sure you are heading in the right direction, don't take it as a bad feedback.
Fun fact, I was working on a map with exactly the same name (de_selva) and exactly the same idea back in early 2014, here's some pics for ya. If you want feel free to PM me, I'll send you the VMF so you can use it to improve your own map since I scrapped the idea.
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Before I go ahead, give your map a name.
"A NEW UNIQUE DEFUSE MAP FOR 99$" "New defuse map Im working" "super early defuse" is not what gets the interest, and it also floods the section.
You also posted preview screenshots and not overview, so that's the only thing I can judge.
It looks too much like de_log, in my opinion.