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  3. Karthoum

Posts by Karthoum

  • cs_kiwano *WIP*

    • Karthoum
    • June 22, 2019 at 1:11 AM
    Quote from EwylKo

    13 hours ago, EwylKo said: Thanks dude! The name sounds interesting, I am not sure yet about it, I was looking at the names of exo planets and characters from mythology. I guess I will decide later down the development, so it fits the map.

    You mean all the Greek alphabet planets with numbers at the end or more like the Moons in Solar system which actually have cool names, like Titan?

    Quote from SuicidalFennec

    23 hours ago, SuicidalFennec said: ^ if it's a hostage map it'd be cs_marooned not de lol. But I also really enjoy the wip photos so far!

    Oh didn't even see the hostage part in the first post, honestly that makes the layout even more unique as hostage maps aren't usually that open (apart from the ridiculously weird CS_Rush that was in an operation and Insertion which is in a league of its own).

  • cs_kiwano *WIP*

    • Karthoum
    • June 21, 2019 at 12:06 AM

    Love the progress photos already, the mine/cave area is definitely unique!

    For the name, how about DE_Marooned?

  • de_orbit

    • Karthoum
    • June 18, 2019 at 4:16 PM

    I think he could do a mild push trigger upwards to make "artificial" zero G environment where you sorta float in a direction?

  • [WIP] de_bucha

    • Karthoum
    • June 16, 2019 at 12:50 AM

    Are the both train lines and T entrance #2 to B connector all 3 different lanes, like A site on de_train?

    I quite like that, especially the middle part between the connectors.

    What do you mean by materials? You would just UVmap a texture and then use VTFedit to create a texture file from an imported image and a material file can be automatically generated from it.

    You could try using the Valve stock textures but I doubt they'd be always that useful as most of them are too specific.

  • [WIP] de_bucha

    • Karthoum
    • June 15, 2019 at 1:07 AM

    Love the theme and current progress/planning you've done, is that a very long mid I see in the top down hammer view?

  • [WIP] Rumble

    • Karthoum
    • June 14, 2019 at 8:35 PM

    -


    Last week I spent 3 days in Florence, collecting around 5000 reference photos (and a video) of a small area near the Ponte Vecchio and Uffizi Gallery.

    My holidays will be turned into a defuse map called Rumble on which I will work with a close friend of mine, with its main features being that it's based off an entirely real place and features a horizontal Mid (between the sites, not spawns).


    But at first, before going there I prepared everything in streetview and marked a few places in my notes that aren't so visible and made sure to take more photos of those particular photos in comparison to what's available online.

    Along recording the notes I made a greybox of the map (Click if you dare for an absolute monstrosity) to see if it would fit in the game and the scale made it roughly the same size as DE_Seaside, quite a small map on its own.

    The first day I parked my car late in the evening and I had to spend the time walking around the streets as most of my photos would turn out blurry without a tripod and I was pleasantly surprised how well it would work in CS:GO, with one exception of how high the buildings are (which would prevent a lot of smokes, but Nuke does just fine).

    Next 2 days were spent eating out in the restaurants with my girlfriend (there was probably no other way I could convince her to bear with me spending hours in a tourist crowded spot, moving 5 meters in 20 mins at my fastest) and trying to spot things I would miss and regret not capturing when I'd be back at my computer, so I pretty much took pics of anything of reference.

    I also tried to get as many interiors as I could in the area, I also paid for tickets into museums to gather a better understanding of the scale that 2D maps wouldn't really provide.

    The only major discovery was that when I thought if there was a need to balance the map I'd have to resort to some underground caves or sewer areas but to my surprise almost entirety of the city area is actually raised and has basements that would suffice as ground floors by themselves and if needed, could be connected elsewhere (this should be fun).

    For now, I'm doing a new complete greybox from the measurements I gathered in real life and the references for a short in game test and then it'll be exported to a 3D modelling program for a quicker detailing process but it'll all have to go back in for testing.

    A snippet of current reference sorting process

    Good luck to everyone else and I look forward to detailing out the process of making this map (and also a little bit of history of it in another post).

  • Mercury

    • Karthoum
    • October 21, 2016 at 4:55 PM

    Sorry everyone else, but this one is my favourite!

    Very well done already, can't wait until the finished product is playable.

  • WIP (Insurgency) Gizab

    • Karthoum
    • February 8, 2015 at 10:08 PM

    Sunset fo sho

  • [CS:GO] De_Departure

    • Karthoum
    • January 30, 2015 at 1:02 AM

    I like the models, were they done with 3ds max?


    P.S. Am I seeing wrong or your bombsites have only 2 entrances?

  • de_smoke (Greybox)

    • Karthoum
    • January 5, 2015 at 2:11 PM

    Love the mood of lighting.

  • Making of's

    • Karthoum
    • January 5, 2015 at 2:09 PM

    Does this count?


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  • [CS:GO] de_lock

    • Karthoum
    • November 1, 2014 at 4:05 AM

    Registered just to say that I'm really looking forward to see how this turns out. Already loving it.

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