I don't know but until then you could try this map. ?
Posts by Serialmapper
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For some time i have been working to a remake of my old map de_sultan that i made for CS 1.6 back in 2009, being my first ever defuse map, heavily inspired by dust2 (check it here if you are curious), then ported it to CS:S where it suffered various transformations, then i ported it almost 10 years ago to CS:GO (here). Its name "sultan" was inspired by a tomato sauce/concentrate named like this, that i was consuming at that time ?
Now it will have an inferno-ish style, using my custom assets combined with "inferno" , "canals" and "new aztec" assets. What differs from the original map are some layout changes to balance it more, being a bit CT sided, and of course the visual style.
It is not ready yet for testing but i want to share some screenshots.
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I made a func_instance from some displacements and some prop_static items, but i want to revert the process, to make them part of the initial map again. Presing the button "to World" does nothing. Any ideas of how to get rid of func_instance?
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I had tried it today (not the fentanyl, but the hammer++). What can i say, i like especially the lightning features, the sky box view and the snapping when rotating objects.
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I see your map every day from my job https://ibb.co/WHndRTC
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My short feedback (i guess you are already aware of these problemitas), pero bueno, here it is.
Here a player can get stuck/cannot pass by the palm and the chairs.
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I would add more depth to the skybox (the corners are visible), if your intention is to depict an ocean. Also i would change the water material (the border between the map and the skybox it's obvious)
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There are two suns on the sky (tatooine like
), either delete the sun sprite entity or change the sky material entirely to one without a sun that can allow you more freedom of light angle choice.[Blocked Image: https://i.imgur.com/k3ezr0H.jpg]
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It feels a lot like home ?. Finally an original (not infierno-like) theme.
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With rocks, buildings and other lifeless objects they may get away with the photorealism, but with the vegetation, animals and humans i am more pesimistic that they will get out of the uncanny valley any time soon, especially if they are animated. The human brain is hardwired to detect every subtle detail that exist in the makeup of every living being. So good luck cheating that.
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The final version has arrived. You may check it out here: STEAMWORKSHOP
There is always something to do, to add, to change, but i decided to stop here with this map, at least for a while. (credits: water material by @Yanzl)
The custom models are made by me using 3dsmax and substance painter. The custom materials are made mostly with scanned textures from textures.com
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I had released the final version of the map. STEAMWORKSHOP
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Yes i'm still using them. I had converted them from the cry engine format using a small program that i don't remember now its name, to fbx, then i imported them în 3dsmax, where i applied the vmt created from the original cry engine texture, and then i had combined them making larger groups so i don't have to place many individual plants in the map, as the source engine doesn't have the capability of painting with props.
So basically they are new, larger props derived from the cry engine SDK ones. I hope that i made myself understood. Anyways i don't think that the map will have such a huge succes that it will be included in the game s-o that legal issues may occur.
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I never thought of that, but on a second look you are right ?. It fits somehow the new theme of the map which is inspired from Romanian late medieval palaces like Mogoșoaia.
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It will be a smashing success, like the steam machines, if anyone remembers them.
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It reminds me of gamebanana.
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After a hiatus of 3 months or so, i had finally could create a testable BETA version of my defuse map. If you want to give it a spin i had updated it on the WORKSHOP too.
Below are some screenshots. The rocks are by me, the ground materials (4way blend), are by me made from various textures from textures.com, the water texture, the spruces and related models are by @Yanzl, the bushes and some of the ground vegetation are from Cry Engine 5.7 SDK (i hope it's not illegal).