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  3. TheGuma

Posts by TheGuma

  • CS_MAX (WIP)

    • TheGuma
    • April 3, 2015 at 5:06 PM
    Quote from Muffin

    4 days? U folken wot m8?


    Anyways, the map feels a little lacking of some... "pop"/"wow". You should try to add something defining the the map, like a giant tower or something in the middle.

    You are right.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/3411597901…BC36F8A4D38D1B/]


    Quote from shawnolson

    The name of your map and the theme of it... really makes this relevant: http://www.wallworm.net/index.php/topic,1206.0.htmlYou should consider moving it to Max and participating in the contest

    I will consider it, however, I do not have 3dsMax and I have no idea how it works. The trees are modeled with Blender


    Quote from blackdog

    Ye previously sand looked like HL surface tension's cliffs, much better now.

    Looks very good to me.

    How many maps you developing at the same time???

    cs_max, de_oasis, de_russka, de_ascend

  • cs_estate

    • TheGuma
    • April 2, 2015 at 6:16 PM

    This was one of my old methods of fixing ugly blobs in Source, however, this is not the case. I have figured out my map (and this map, most likely) lacks staticproplighting compile.

    This is a map without staticproplighting:


    [Blocked Image: http://img501.imageshack.us/img501/4154/blocky_shadow.jpg]


    [Blocked Image: http://img141.imageshack.us/img141/7140/textureshadowtest0000fn5.jpg]


    Go to expert compile options, make a new compile command thing in the left hand box and paste the following into the parameters bit on the right

    -lights lights_youme.rad -both -staticproppolys -staticproplighting -textureshadows -final -game $gamedir $path$file

    Then add $light_exe to the command box just above it.


    You can see that the difference is rather big, but it fixes the issue.

    Keep in mind it may take a bit longer to compile, the end results are really worth it.

  • CS_MAX (WIP)

    • TheGuma
    • April 1, 2015 at 7:48 PM

    Nope, 4 days!

    The graybox took me 2 hours to make.


    Done some more progress, not final.

    (The theme is finally shaping up)

    Some of the things I've done is making the color palette more dull, I've received some feedback that the sand looked too bright and orange-y.

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34115979005760851/93D5AD7C689C0628E8705BEBA944588EC0D559CB/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979005761463/EE5ADE5912D46A74BCFF2B5FC43F6E15EEE087A3/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979005761988/2632F50C1899A45420BB283922FAB13B76419FBA/]


    Also, got the shadows fixed too...


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979002793387/B541162A5EE807D75982902258850F1874A423E8/]


    I compiled the map with -staticproplighting, it takes twice as long now but looks a lot better!

    I'm pretty satisfied with what I was able to do over just a few days.

  • [CSGO] de_sandstorm

    • TheGuma
    • April 1, 2015 at 12:00 AM

    It may not look the "finest" as one may say, but what is important is that you learn from every map you make. AND the feedback you get.

    I do not suggest you go ahead and start majorly updating it, but rather, finish this project, gather everything you learn from it, and then make a new project with an unique theme we haven't seen yet.

    Don't you agree?

  • CS_MAX (WIP)

    • TheGuma
    • March 31, 2015 at 8:36 PM

    This is not an update yet, but I just wanted to keep a track of things I've done so far.

    I've began adding cosmetics.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347331646973/B11755DE39E42D9F9FD79552EEC96609D4924A4C/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347331649809/29277BF469AB79604D56AFF3BEE35F9F59177072/]


    The props inside seem to have weird lighting... I'm not sure what's causing it, I'm full compiling the map every time.

    Any clues?

    (You can notice how they stand out ETC)


    Also, cs_max is a small map in comparison... It shouldn't take too long for me to finish it!

  • cs_estate

    • TheGuma
    • March 31, 2015 at 8:03 PM

    Yeah, way better than my attempt at Mansion remake haha
    Looks very nice, my suggestion pretty much would be add variety to the lighting.

    It looks good but it looks dull, in my opinion.


    The candles are a good example of variation, which I think you did a good job with but overexposed them a bit.


    Either way, you should pick a few main colors for your lighting (whether it's blue for sky, or yellow for sun, anything)

    and try to match that lighting to a room condition.


    Small subtle variations in lighting can do pretty much better than adding any brushes or graphical things. It's what sets the tone.

    Try messing around with that, I would love to see what you can come up with.

  • CS_MAX (WIP)

    • TheGuma
    • March 29, 2015 at 9:22 PM
    Quote from logo

    First thing I love the theme which the map is going.

    Second having problem with custom models and textures

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347324161667/89755D9BBC3170456B625602E434B1E37508A19C/]

    Ouch... I guess I didn't pack custom textures for models correctly.. Will have to ship an update now, thank you!


    EDIT: Fixed, check now!

  • CS_MAX (WIP)

    • TheGuma
    • March 29, 2015 at 6:57 PM

    Updated the main post, check for screenshots.
    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347323826465/5280187C2D9E8BFA77E5556C55DCFB316A1C8458/]

    Update: 29 Mar @ 8:43pm

    - Added custom palm trees
    - Art pass
    - Optimization pass
    - Brushwork pass
    - Replaced certain boxes with bigger metal boxes
    - Clipping pass


    Let me know if you find any bugs/models not loading, thanks!

  • WIP in WIP, post your level screenshots!

    • TheGuma
    • March 29, 2015 at 12:58 PM
    Quote from logo

    The models name is hotel_sconce001 and yes this will be cs_estate.

    So you did come back and picked the project up again, awesome!


    Could you keep us updated more often, perhaps?

  • CS_MAX (WIP)

    • TheGuma
    • March 29, 2015 at 2:23 AM

    CS_MAX

    In development by Guma, original by SkullHozer


    http://steamcommunity.com/sharedfiles/fi…s/?id=415737907


    The map is set in deserted Arizona warehouse/facility.


    I am looking for general feedback, I will be arranging a Mapcore playtest so you will also be able to write here after it!


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634203/E8486CBF155D699B5BD13D1E99F12047A6588594/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634915/55B33C8ECFCC27D12BE885878BDCD723A25536D0/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634606/D1E1D7DE2EF5F2C50360802BE561D29519A40D95/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635375/FDCBEF363A5B599340FFAFCD923A3485304364F5/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013636072/09F8DEBED3B6CA6405CC4666B38AB9E303D7F1CA/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635882/757F43EE25D7669DBBE11CC44C5B44D1B7DC83A4/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635160/543816590296E0BF04D7E140A6C5472350548C03/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013636327/1E3B9CE9C55F5EBD334A8E21A087B88A655896E8/]

  • [csgo] cs_cruise

    • TheGuma
    • March 27, 2015 at 9:58 PM
    Quote from Skybex

    Thanks for the ref pics guys, still not decided where I will have it but will defiantly have a look back here when I am making it. and Klems, what is the name of that place?


    Not a lot done since the last post, but since i will be away for a week I thought i would post what I have done.


    Some more stuff to the casino


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


    And some stuff done outside. Made a big screen TV and a table tennis table. The text on the screen will scroll when done.


    [Blocked Image: http://i.imgur.com/L5J8lqi.png]


    I started to work on this area with the idea it would be the arcade, but while running around it I thought it odd that they would place an arcade for teenagers right next to a gambling casino as well as by the elevators. so might have to rethink what will go there. (the screenshot is taken from the doorway that you can see in the above casino image)


    [Blocked Image: http://i.imgur.com/NgJipc1.png]

    Display More

    Not really a fan of the roof tiles on 3rd screenshot, but looks very awesome nonetheless!

  • [CS:GO] Red Sand & Rock Texture

    • TheGuma
    • March 26, 2015 at 4:48 PM

    Right now I'm working on De_Oasis, but when I'm done with it I'll probably use this theme for an map set in Afghanistan (Insurgency inspired )

  • My first map: questions and concerns

    • TheGuma
    • March 26, 2015 at 4:37 PM

    Or just click Shift + W

  • [CS:GO] Red Sand & Rock Texture

    • TheGuma
    • March 25, 2015 at 9:40 PM

    That's a nice idea for a map...

    Mind I use it for a map I might be making?


    Sand looks beautiful by the way. Love it.

  • Counter-Strike: Global Offensive

    • TheGuma
    • March 24, 2015 at 7:07 PM

    I still (myself) don't find the new Tuscan viable for next operation.

    In general, I'm not a skeptic but the map feels very untidy. A lot of clipping is weird and bad, most of the times you stand a meter away from the area you want to touch. Some props are floating, I've also found the custom textures to be quite disappointing (could use some more detail).

    I think it's just because it took Brute so long, I've also got to add the factor that it's not about the amount of props.

    Detail in CS:GO has never been the amount of trash props you spam in your map, I think it's the general feeling and simplicity is what people like.


    The buildings could me more round, instead of "edgy".

    Maybe adding some reflections to the current custom textures would help.

    He could also replace the ugly grass texture he uses and add some ground variation.


    I could tell a lot more things, but I hope he reworks the map again. For real this time.

    I don't hate the new Tuscan, I'm just not a fan of it (design wise).


    I also don't think it was smart by Brute to go so hard on Toscan and its creators.

  • [CS:GO] Bourg

    • TheGuma
    • March 24, 2015 at 6:55 PM

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/37492408382125028/EE71D15207810E37EEE48BCE8E17F15F007102BA/637x358.resizedimage]


    You could fit it in in this shot you just posted.

    Furthermore, you can go with default assets, that shouldn't be too hard to do unless you wan't your map to steer a little bit away from default assets (which I totally suggest).

  • [CS:GO] cs_nzuri

    • TheGuma
    • March 24, 2015 at 5:46 PM

    You need to add more color palette in the room, specifically lighting.

    I suggest you tone down the general brightness in the room, make it dim.

    Then make the center of it (the fountain) glow, maybe make the stairs hollow and add lights inside them (with a different color besides white).


    Add some lamps over doors and make them glow.


    You could even set up a scenario where your map sets place during emergency, where lamps are turned off besides the "decoration" lights and emergency lights (think of a dark room with a glowing fountain in the middle, that would look pretty good, no?).


    Playing with light like this and adding variation won't hurt performance or the engine, and it will make your map look a lot better.


    Instead of yellow color for the carpet you could use more royal/premium colors, such as gold and red, maybe make the carpet red and seats gold.

  • de_stupa

    • TheGuma
    • March 24, 2015 at 3:22 PM

    Replace the new Dust2 metal doors with wooden ones. The metal doors only served purpose on middle area where you would constantly get sniped, on normal bombsite entry doors I think it's ridiculous that you have to hit 100 times to get a kill. I don't think the doors would look better, but people would appreciate #RipDust2Doors and actual competitive availability of wallbanging.You may also want to look into making the boxes from brushwork and use a custom texture, this way you could make the design more consistent. At the moment the crates are too noisy. All and all that's just my opinion, hope you take it into consideration! Map is shaping up slowly but nicely!

  • [CS:GO] de_carrier

    • TheGuma
    • March 23, 2015 at 11:48 PM

    You should add giant motor blades on the side of the carrier to make it flyable AKA

    Helicarrier

    Quote

    I wanna jump on the Operation Boat hype but I'm stuck with Oasis

    *Sigh*

  • [CS:GO] de_carrier

    • TheGuma
    • March 23, 2015 at 10:00 PM

    If we're going for Operation Boat here,

    here's my suggestion.

    You should totally do this theme, I loved that map on BO 2

    [Blocked Image: http://i.ytimg.com/vi/QVJBTc6QKWw/maxresdefault.jpg]

    I can help you out with custom textures, certain assets and brushwork if you want, but unfortunately I'm not that good at modelling.

    Wadd'ya think?

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