Muffin, if he can decompile the map and then recompile it, it is clearly not corrupt.
Although I have faced this problem several times I don't quite remember myself fixing it. Itt might be an issue with
either leaks OR
area portal not working.
Muffin, if he can decompile the map and then recompile it, it is clearly not corrupt.
Although I have faced this problem several times I don't quite remember myself fixing it. Itt might be an issue with
either leaks OR
area portal not working.
But Brute "owns" the rights to Tuscan, and the CS:GO version of Tuscan sucks.
I wish he wasn't so strict about his "property" (which is not even an original layout)
so that other people could make their own remakes freely.
EDIT: OH MY GOSH SOMEONE REMAKE THIS
Quote from unremarkable player
I was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths.
I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO.
Otherwise I'll end up tackling something on my own with some Chateau influence.
One of the ports was done by my friend, I assisted him in porting it.
And yes, I am fully aware Chateau is pretty bad in terms of layout.
It would be interesting to try and modify layout so it fits the terms of competitiveness.
However, I'm really more of a graphical/level designer, so if all I end up doing is probably a graphical remake.
When you say co-develop, let me know what you mean by that (I'm fine with collaborating with other developers, I'm just curious as to how you want the process to go).
50% split of responsibility, either map together and design together, or map/design separately.
I mean, we could just start off with the CSS version of de_chateau and appropriately modify it's layout textures and models, don't you think? I bet it would be quite more efficient.
Making new textures would be quite a hassle, to be honest, I'd very much rather add some bump maps and other improvements instead of remaking them all.
As for layout, I would remove almost every breakable window on Bombsite A and only windows on choke points where CT's could set up (and be smoked off as well).
Much of the corridors and vertical-ness would need to be removed as to simplify the map.
I'll try and port the CSS version for a start. I already did, actually, but I can't seem to get all the models to work (finding the missing models from CSS using tools like GCFScape takes a lot of time unless they are all located in one folder).
Let me know if you know of efficient way to locate all the error models and fix them up, I'd very much rather base the map off CSS version and majorly modify it.
What do you think?
Here's an old 1.6 tutorial I found...
http://www.countermap2.com/Tutorials/tutorialf62c.html?id=36
It's not exactly procedural generation, but see if you can find it useful.
Quote from unremarkable playerI was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths.
I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO.
Otherwise I'll end up tackling something on my own with some Chateau influence.
One of the ports was done by my friend, I assisted him in porting it.
And yes, I am fully aware Chateau is pretty bad in terms of layout.
It would be interesting to try and modify layout so it fits the terms of competitiveness.
However, I'm really more of a graphical/level designer, so if all I end up doing is probably a graphical remake.
When you say co-develop, let me know what you mean by that (I'm fine with collaborating with other developers, I'm just curious as to how you want the process to go).
I think it looks waaay better. In maps you generally want to keep the colors vivid but at the same time have good visibility.
The map looks a lot better, to be honest.
Also, as a note, if you are using that lighting compile method that I shown you, you can turn the prop shadows back on. The lighting compile method fixes the issues.
You should go to the prop settings on bushes (only the bright ones) and tweak the prop color a bit. You could make them a bit darker so they blend in with the rest of the foliage (thats how I did it).
The fountain statue should stand on some kind of platform, if it's in the water it doesn't make too much sense (in water metal gets rusty faster).
The back yard could use some hills, it looks a bit flat. The paint alpha should be used sparingly, cause it tends to look fake and blocky on larger displacements. Let me know when you start working on 3D skybox, I'll help you out with that (got some ideas that could work).
Use this skybox -
sky_cs15_daylight01_hdr
Try these light_environment settings -
Brightness - 251 231 189 400
Ambient -
193 209 213 200
BrightnessScaleHDR - 1.2
AmbientScaleHDR - 1.2
Sun Spread Angle - 2
Recompile your map and let us know how it looks.
This is what I used for my cs_mansion remake, but I see that you did more progress than I, so I scrapped that project.
It should make your lighting look better and a bit brighter. It would also set a happy mood and not the sad mood that you have right now (it feels bland, in short).
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34116492223437720/EFB9321D566E9E3F7F40E9D7DD7D11F2BE3D32E7/]
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34116492223443686/355A7CEE1DE5F14F48F77E37E873CEA8663BBA90/]
Some super early WIP poop
I might remake Chateau sometime, once I'm done with my other maps.
(Cbble assets could technically work, theme would stay the same)
Blackdog is right, I don't think it's worth bashing the map for the sake of additional columns.I think it looks good enough as it is.Just noticed that you are compiling on -fast option, make sure that when you wan't to upload your map you compile on -full.
Difference is, back in CSS and 1.6 before Valve's MM, competitive scene used to exist but the biggest part of playerbase were playing the game for fun. All the maps were fun.
In CS:GO, all people care about is how to keep their rank, AKA make all the maps balanced.
The most likely place where your leak can exist is in the skybox.
Map isn't that big, as far as I understand, so the skybox shouldn't be a problem.
It's not efficient, but for this specific map I would use an open skybox AKA box, and texture inside of the box with skybox texture and outside of it as nodraw.
If that's not the case, make sure your skybox is not func_detail.
Func_details do not seal leaks.
To get the point file, you have to compile the map several times and it should load.
Looks good either way, nice work.
Every time Valve gets called Volvo Half Life 3 gets delayed another 3 months
Woah, that map looks amazing. If I was any capable of making such models I would definitely remake that map.
You might want to consider writing a post instead of using a picture. It loads very slowly on my phone and uses a lot of data.
From the concept images it reminds me of Crysis 1. You might be able to achieve the theme, but not at the scale as it's shown in the picture.
Layout wise, the map seems to have a lot of unnecessary areas. I would suggest you remove all the areas behind T spawn (if that's not walls) as they seem to be useless.
The very rightest path (split) should be removed, it is also useless. I did the same mistake with my map.
The map needs general simplification and removal of paths.
Pampers, I would pay even 200$ for your game if needed.
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Update: 4 Apr @ 7:39pm
- Optimization (improved performance).
- Added more props/models.
- Reduced fog.
- Improved graphics.
- Added details outside boundaries (buildings etc).
- Added more grafitties through-out the map to keep graphical consistency.
- Fixed some boost spots (climbable boxes).
- Added lamps.
- Added flower pots.
- Repositioned particle effects.
- Added pipes and poles.
- Adjusted ambient sounds.
- Removed unecessary light sources.
- Toned down brightness on the map.
- Fixed improper textures.
- Fixed nodraw being visible from ground level.
- General improvements.
Also, keep in mind, I am not working fast, I just spend most of my time (at least 5 to 7 hours a day) on this project. I want it to be finished in time, so I can move on with my other projects (such as De_Oasis). Also, I want to finish it in time since I have holidays at the moment and I do not want to become as fat as the dog in my picture.
QuoteI mean, I'm just pretending to be human.
On the internet, noone knows you are a dog.NOONE.
Problem is, all of those have maps have good themes and ideas but bad layouts. I would much rather make a new map but keep the theme.
The only reason I could see completely remaking these is nostalgia, but it's just not worth it taking the time.
Updated the main post, check for screenshots.
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Update: 3 Apr @ 11:35pm
- Art pass.
- Added more brushwork.
- Added more props/models.
- Fixed not being able to climb on the containers while going out of vents.
- Clipping pass.
- Changed wallbang properties on certain parts of the map.
- Replaced some fences.
- Moved back the truck, replaced it's previous position with a container for better visibility and collisions.
- Added particle effects.
- Changed the skybox.
- Added 3D skybox.
- Added textures.
- Made the windows look better.
- Made the containers more colorful.
- Added soundscapes and sounds.
- Replaced Phoenix faction with Anarchists.
- Replaced ST6 faction with FBI
- Fixed a bug where you could spawn under ground.
- Replaced sand texture.
- Added additional stories to the building (unaccessible).
- Changed Nav mesh.
- Changed the map to A3 version.
- Added a crate in middle based on original verison.
- Added crates in underpass based on original version.
- New assets from Train.
- Improved general gameplay.
- Compiled the map with -staticproplighting (fixed shadow issues).
- Improved lighting.
- Optimization in certain parts of the map.
Let me know if you find any issues/bugs, thanks! ![]()
The pros wouldn't play other maps even if we made more, simply because the map pool would be too big.