Hmm... you gave me some good ideas guys
.I was thinking to put a big ivy and scaffoldings at site A instead of that hedge. Party... i don't really know. I'm more into a palace/villa in restauration setting, to justify those freaking crates. These days i'm am obsessed with making a good ivy in 3dsmax. It's a phase, i know it will pass ![]()
Posts by Serialmapper
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After i "dissected" ElectroSheep's awesome ivy props in 3dsmax (helped by wallworm) to see how they are made, i tried my first simple low poly props: some weeds, a fern and of course my first ivy (though it looks a little bit choppy and needs refinement). With the weeds was the easiest.
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de_aurelia (remake)(bombsite B) with mr. ElectroSheep's ivy

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I have tested the current workshop version of the map with bots (which is of course unrealistic so i won't touch the gameplay balance subject). It is amazing how source engine can look when handled by professionals. My personal impressions: As layout wise, It is quite unorthodox, which can be a good thing or a bad one depending of how a player's brain is hardwired. I find it sniper friendly, the T's have a harder time reaching the bomb sites compared with more traditional layouts. I like that it reproduces very well that nordic latitude environment lighting, but from my point of view this can be a little bit depressing since the gray tones are predominant. I would like more colour (i like that red facade from the screenshot), maybe a sunset lighting.
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I love those ivy props, may i use them?
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In CS:GO i have a simple custom water material derived from a default one, however i want that my material to be able to reflect the sun sprite from the sky as i would see in nature. My settings for the reflection parameters are below. Is source engine capable of what i want? and if so what are the proper settings/parameters to enable that? the env_sun it's an entity but "$reflectentities" 1 doesn't seem to work for it.
// Reflection $realtimereflection 1 "$reflecttexture" "_rt_WaterReflection" "$reflecttint" "{ 170 170 170}" "$reflectentities" 1 $reflect2dskybox 1 "$reflectamount" "0.9"
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Not that much as you would expect. With displacements it's quite easy. The problems appear when applying materials because some parts look stretched. There is a way to fix that ($seamless_scale) but generates other problems so i don't use it.
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Aurelia it's almost finished. Here are some screenshots. I didn't like the "inferno" lily pads so i replaced them with HD decals made by me for more variation.Also i added some small custom props. Of course 4way blend materials are not missing either.
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A few weeks ago i started a new defuse map with a desert/arabic fortress theme, using mostly custom materials made by me from pictures taken by me or from textures.com, then adjusted in phostoshop, gimp and bitmaptomaterial. The map has two levels. I'm using custom 4way blend materials and i really love them, they give me so much freedom. I'm not rushing to finish it. I hope to be able to test it in a few weeks. Below are some screenshots.
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I'm sorry to pollute this topic with strange questions, i have another one.
I know how to make a radar for CSGO, i know how to work with layers and channels but i just cannot figure out how to make a new type csgo radar overview using the files provided by @untor earlier in this topic. So the question is: what are the steps? Thank you in advance.
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Welcome! I used to make cs1.6 maps myself 10 years ago. It's a good way to learn how to create a balanced layout. I don't play cs1.6 anymore, but from the screenshots it looks like you invest a lot of passion in your maps.
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Is there a way ( a setting, a workaround) in CSGO Hammer editor to make 4way blend materials be visible from 3D Shaded Textured Polygons? currently they are visible only from 3D Textured. Thank you in advance.
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Is there a way to create a custom texture for source engine, namely for CS:GO, that does not attach to vertex points? I would like to use it on stretched displacements. The current textures stretch together with the displacements and look ugly.
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@grapen what graphical engine are you using?
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Since i firstly made it for cs1.6 back in 2009, the map was ported to CS:S then to CS:GO and it's layout had been adjusted several times to balance the gameplay during this years. I had the chance to do so because despite the fact that it has the CT and T spawns too close, or it's somewhat unconventional layout, the map was/is popular on public servers in Eastern Europe, especially Russia, and Ukraine, and as i found out recently, in Brazil. In 2009 it took 4 days to finish it for CS1.6.
this is it's first version for CS1.6
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today i updated my map, namely i made a little bit fancier radar (thanks to Yanzl's radargen.sbsar) and minor bug fixes(dark props that occured after a csgo update, clipping bugs, etc.).
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.and this was the old version that was refurbished last year
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It is not bad idea, but for now it is too late for this version.
However i'm considering using it in a second version of this map.
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