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  3. TheGuma

Posts by TheGuma

  • [csgo] cs_cruise

    • TheGuma
    • March 6, 2015 at 8:31 PM

    This is ridiculous. You're like a speed demon.


    How are you guy's so fast at mapping? I can barely sit 2 hours straight without getting distracted by other things.


    Either way, to stick to the topic, your modelling is excellent.

  • [csgo] cs_cruise

    • TheGuma
    • March 4, 2015 at 3:37 PM
    Quote from Skybex

    Will post the layout when i am able, its not possible right now to just take an overview due to the map being on 3 floors. The upper floors obscure the lower ones.


    Also I set up the albums like that so when I add more images, you can scroll through them all from the same camera position.

    Three floors!?!

    You're gonna have some trouble with this. The sound in CS:GO does not support vertical-ness, take Nuke for example.

    Valve added metal floor on B site so people could hear if the enemies are B or A.


    What is going to be your way around this?

  • [CSGO] De_Fracture Release!

    • TheGuma
    • March 3, 2015 at 7:44 PM

    I'm going to get a lot of hate for this... A lot...

    But in my honest opinion, you should have gone for this theme without Black Mesa logo/"brand". What I mean by that,

    Is that you could have made your own facility! Name it Green Mesa, or something new!

    I know that this is a lot of credit for Half Life, and it's one of my favorite games, but I just feel like Black Mesa never tied to the Counter Strike universe.

    Capmore lockdown panel screens could also use some "stylish" overhaul. I feel like the neonish font you used makes it look cartoony.

    But that's just my opinion! Honestly, I love what you've done so far.


    I'll completely understand if you stick to the "Black Mesa" brand, after all, mapping should not be restricted, mapping is creative freedom! Heck, ignore what I said above!!!


    Keep on rockin'.

    But hey, feedback is always good, right?

  • [CS:GO] DE_Resort

    • TheGuma
    • March 3, 2015 at 11:47 AM

    Hehe

    Quote

    [Blocked Image: http://i.imgur.com/Kn16XtC.jpg]

  • [CS:GO] DE_Resort

    • TheGuma
    • March 2, 2015 at 1:08 AM

    Next operation is going to be great,

    hopefully we'll see this one in it too!

    Love the vibe!

  • De_Oasis (WIP name)

    • TheGuma
    • March 1, 2015 at 7:39 PM

    Remember the building in middle?

    Yeah...

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265576098/C17739BFA9C3BD9C50019701715A2611403F1E9B/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265577630/07258BA79F9FB08888345634C8052519C4696137/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265576771/90A117932CA5ECBB232624153CE3FE6C67629BE9/]

  • I know how to balance de_nuke

    • TheGuma
    • March 1, 2015 at 5:56 PM

    Actually, not so long ago I was working on my own De_Nuke remake, thus why I'm writing here.

    Sorry pals, but I won't be finishing my remake. If anyone wants the VMF as a starting kit feel free to message me. Maybe someone talented will finish it! [Blocked Image: http://cloud-2.steamusercontent.com/ugc/32979935917407325/54B00240E6B115F2CCBA9E3BF148B274148679A9/]

  • I know how to balance de_nuke

    • TheGuma
    • March 1, 2015 at 1:07 PM
    Quote from Kryptonight

    This is a 2 day old Alpha I tested with 2 friends, it's not really playable (as parts of the ground is not yet made (most of the displacements is placebo for future work (hell most of the environment is just so I know what to build off of) and should not be viewed as a final product) but you can test it out to get a sense of the basic idea I'm working with and the minimal changes that will be done (it feels more different than it actually is...


    http://files.gamebanana.com/bitpit/nuke.rar


    I'm already far further in the development, techroom, ramp and vents is where I've changed the most since then.


    some updated Hammer screenshots:

    [Blocked Image: http://puu.sh/ghBRJ/bdcc645ae5.jpg]

    [Blocked Image: http://puu.sh/ghBTi/42ce6b9c09.jpg]


    [Blocked Image: http://puu.sh/ghBXG/a453941462.jpg]

    Display More

    You're gonna need to work A LOT on the textures

    My only concern is that the vents in the pictures (the huge ones) can't be wallbanged.

    Also, please don't do it like the De_Nuke revamp where there's vents and windows on lobby roof.

  • I know how to balance de_nuke

    • TheGuma
    • February 28, 2015 at 11:37 PM
    Quote from text_fish

    By your logic no map is broken -- all the poorly balanced maps just aren't being played right. Therefore we may as well all give up on level design?


    Even if Nuke doesn't get fixed, it's an interesting exercise to discuss possible changes, and it's the sort of discussion I'd like to see more of rather than less, especially on a forum full of accomplished and aspiring level designers.

    I agree. Of course there has to be some balance, but it doesn't hurt maps like Nuke who are 60/40.

    It's what makes Nuke unique. Even if it's the fast rotation times or getting sniped from heaven, it's annoying but it's how it's been since 1.6. I'm not fanboying 1.6 or saying there doesn't need to be changes to be done, I myself would like to see doors from squeeky to outside, I'm just saying that it's not that of a radical difference to go and start rebuilding the map.


    I just feel like if every map as 50/50 it would get too much repetitive like Dust2 (that map is WAYYY too over-played).


    Again, if you are making a new map - Feel free to make it balanced. It's your map after all (and it should be done, Valve cares about balance).

    But when we talk about nuke, damn, that map is 15 years old besides the outside changes.


    Lastly, as my closer note, since I don't want to get into deeper discussions I'll just say that Valve isn't fast with the updates, so expect Nuke changes in 2 years.


    See you all in 2 years!

    *Magic flying carpet appears*

  • I know how to balance de_nuke

    • TheGuma
    • February 28, 2015 at 7:26 PM

    I know how to fix Nuke.

    Quote

    You don't.

    Quote

    It is heavily reliant on team strategies and either way you get team switch after half-time.

    It would make it very different for competitive play, and any team who knows smokes and flashes can easily dominate Nuke on T side.

    I think it's time you guys stop yolo-queuing and find some friends who can help you out.
    Or, just stop playing Nuke in general. That could be a form of protest I guess.

  • [CSGO] [WIP] Station (de_station)

    • TheGuma
    • February 28, 2015 at 4:27 PM

    Oh boy.

    Here's a pile of my suggestions that should help you out.

    • Map is way too open.

    Add bridges or arcs that would separate key gameplay areas.

    Imagine dust2 without arcs - It would be a lot different I bet!

    I also suggest you use different ground elevations, trims and textures. Don't just leave it like one texture, it'll look dull and repetitive.

    From the first look it seems like the decals are repetitive and stretched - You don't wan't stretched textures, they look ugly.

    Lastly, add windows and entrances to the buildings - Make them look real. Use some custom textures for advertisement billboards, add wires to the lamps and poles.


    I suggest you replace the Aztec props from the fountain - They don't fit at all.

    Replace them with something different and more interesting. You can use brushwork or displacements for that too!

    The map in general feels very repetitive. For example the trees, they are all the same height and same rotation. Are they plastic trees? Fake trees?

    You wan't to use different models or simply rotate each tree uniquely and move it slightly up or down for variation.

    Lighting needs some work too - The buildings in the sky texture and the sky itself are blue-ish but your map environment is red.

    Try to have balance. It's those little things!

    Also, it looks like you are trying to do American style architecture but have German (Overpass) props. The bus-stop prop has things written in German and the TIK BANK is obviously from De_Overpass

    If you set a theme you should go mainly for that look.

    Either American location with American architecture/props or location in Germany with German styled architecture/props.


    Inconsistency and repetitiveness - Work on those.

    If you are working with more open-scale buildings you are going to need to add more detail than that!

  • De_Oasis (WIP name)

    • TheGuma
    • February 27, 2015 at 10:36 PM

    UPDATE TIME!
    Alright, thought I'd put up what I was working on.

    Keep in mind that all the changes have been done in one day. I just couldn't force myself to keep working on the map and kept switching between projects.

    I decided I'd keep the other projects secret and reveal them once I'm done with Oasis.


    So here's some cool stuff.


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258399619/4C955244D1A58A98DFA1E573113E48350D4CFE69/]


    Your catchy eye might have noticed that the lighting is different than in the other pictures! You are definitely right!

    This building has been done in another copy of the map, so that when I'm done with certain parts of the map I could just copy-paste it over to the final version.

    This sort of structure will be used on Bombsite B.


    Here's the new version -

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258405581/A6B622DF772DED2C3DA4CD3992F58B0B40E0D2E9/]

    There's a few things that you can notice.

    I opened up the space by moving the trash bins inside wall indentations.

    I've also replaced lattice texture on fencing with glass texture. I'll admit, it looks like bubbles from far away (Cubemaps are weird).

    A lot of textures have been changed, they are a lot cleaner now. I had to change the inside interior so that outside textures wouldn't be used inside.

    I've also carved a lot of brushes to make surfaces and corners reflect light and not look so "dark".

    In general my goal was to make everything as smooth as possible. The previous versions had too much dark contrast and cluttered space.


    I've also added some red trims for color differences and variations. Subtle but impressive.

    The lighting has been changed, I like the way it is right now and it might be the final lighting unless someone offers otherwise.

    Lastly, I'm slowly injecting custom content. You can see the advertisement hanging on the building. It will be one of the key details that will be scattered throughout the map to keep visual consistency.


    Here's the last screenshot, not as impressive as the first one but changes can definitely be seen!


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258398189/377A3D4DB771F118873539FDFDC919BD41DCDD24/]

    Quote

    THE UGLY SEWER GATE TEXTURE HAS BEEN REPLACED!!1!1!1!1


    Anyways, I'm going for the goal for that "smooth" mapping. What you'll notice with popular map maker maps is that they are all smooth, curved and round. They have perfect contrast.

    On Oasis, however, I started off as quite a "noob", so most of props were edgy and not "smooth". Eventually, when I started learning and adding detail it made the map a mess.

    Right now my goal is to clean up the mess and make the map more consistent.


    Custom content is also something that is work in progress.

    Give me suggestions and I'll make sure to implement them/change them!

  • CS:GO cs_estate remake WIP

    • TheGuma
    • February 21, 2015 at 2:50 PM

    Haha! I was working on a remake too, actually, I remember there was another guy who was working on it as well.


    Check it out!


    Anyways, besides all that you beat me to it and finished it first. I don't think at my mapping pace I'll ever finish it since I have other maps to work on, so just thought it'd be interesting to tell.


    By the way, you should go to fence model settings and check "Disable Shadows" box. Basically, the ambient occlusion and proper lighting will stay, but the dark shadow blobs will disappear. Trust me, it looks a lot better.

  • Unusual layout and mapping ethics

    • TheGuma
    • February 19, 2015 at 6:01 PM

    After blowing up most of Mapcore maps It's safe to say any map location is fine to blow up besides schools and planes.Also, you should check out cs_museum by FMPONE!

  • Brick Floor texture share free substance included

    • TheGuma
    • February 18, 2015 at 4:30 PM

    You should make a separate thread with all your custom content for easier access. If you keep making new posts for each material every time you make one, Mapcore is going to fill up pretty quick! Edit: Looks good nonetheless.

  • [CS:GO] Problem with ak47 finish

    • TheGuma
    • February 17, 2015 at 10:53 PM

    Can you show us your UV? (The texture)

    It might be because certain parts aren't textured maybe..

  • Need some help on layout! (CS:GO)

    • TheGuma
    • February 16, 2015 at 9:02 PM

    Glass and metal frames supplied by HURG transportation industries.

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


    PS; I'm still working on De_Oasis, it's just that De_Oasis is a lot larger scale project and requires a lot more work and custom assets.

    PSS: I'll move this to a new thread once I've ironed out most of things (whoever figures out the name of this map I'll give you a free Esports key).

  • broken shadows, help

    • TheGuma
    • February 16, 2015 at 5:33 PM

    One of your light entities has "Appearance" setting changed. It is a known bug in CS:GO SDK, if you change "Apperance" setting to anything else other than default it would cause broken shadows.


    For those who don't know, "Appearance" setting is used to change how light flickers ETC.

  • Need some help on layout! (CS:GO)

    • TheGuma
    • February 16, 2015 at 12:49 PM

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

    There is some elevation on the bombsites, it's just not that visible from overview!

    I thought it would make more sense to post actual screenshots.


    And no, there won't be any crates.

    It will be vents and water pumps.

  • Need some help on layout! (CS:GO)

    • TheGuma
    • February 15, 2015 at 6:33 PM
    Quote

    [Blocked Image: http://i.imgur.com/0mlr0hj.png]

    Okay, so I did some changes.

    I replaced nodraw roofs with dev textures for screenshot purposes, I'll replace them back later.

    First of all, the T -horizontal path is now blocked off with a wall. In order for terrorists to rotate to Bombsite A without having to go through middle will now need to go all the way through T-spawn.

    I replaced one of the entrances on Bombsite A with a direct path from T-Spawn to A through door. I feel like this gives a bigger element in play, as now instead of going through meaningless second path Terrorists will now have to dedicate (x) amount of players to go through door. Kind of like de_cache.

    Bombsite B now has a ramp for Terrorists, basically like palace on de_mirage. It gives an equal fighting ground for Terrorists and adds variation. Unlike the path from CT-Spawn to B, there is no ladder to go back up to ramp.

    I also added de_cache-esque boost on middle to B path. A terrorist can now have cover behind it, but he can get shot from above by a counter-terrorist if he is not aware enough.

    I also added a lot more curvature and angles to the map to make it stand out.

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