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  3. Shima33

Posts by Shima33

  • [WIP] De_Wulfe

    • Shima33
    • March 10, 2016 at 8:27 PM

    New version of the map available on the Steam Workshop! This version should actually be playable, and not bug out everyone's computers - I forgot to pakrat the BSP before, so that's why there was so many flagrant errors before. Hopefully, that should all be fixed now. There's also a great amount of improvements all around, so give it a download and let me know what you think!


    The new link is on the first page. Feedback much appreciated, as always!


    Screenshots of the new De_Wulfe:

    Quote


    ...I'd love to brighten this map up quite a lot, but from what I've heard, that involves using colorcorrection, and I'd like to get the map bug-free and satisfactory before leaping into that can of worms.


    Thanks to Davey Wreden for the lamppost prop, amongst others. And yes, the lamppost is a shoutout to The Beginner's Guide. Yes, I turned the theater level from that game into a deathmatch level. No, I do not regret it.

  • [WIP] De_Wulfe

    • Shima33
    • March 9, 2016 at 10:38 PM
    Quote from Vaya

    http://www.tophattwaffle.com/packing-custom…e-in-steampipe/


    if this ain't working you've messed up somewhere..

    Thanks! That worked! Oh, thank you so much!

  • [WIP] De_Wulfe

    • Shima33
    • February 9, 2016 at 3:28 PM
    Quote from Shima33

    HELP NEEDED-

    Neiter PakRat or VIDE are packing the required files into the .bsp. Help, please.

    This still applies. The map has made quite a large amount of progress, but I don't want to share it unless it's actually properly playable.

  • [WIP] De_Wulfe

    • Shima33
    • January 20, 2016 at 6:12 PM

    Regarding the broken screenshot:

    Right, that's a big issue. I think I forgot to pakkrat. I'll sort that ASAP.


    Regarding the wall of props:

    Yeah, it's supposed to be - it wouldn't make sense if there was just a regular-ass wall there blocking the road, so I made the wall out of props to make it look like regular people had blocked it up. The video is fine - made me chuckle quite a bit, actually!


    Regarding Nodraw:

    Yeah, I know, I haven't got around to nodrawing everything yet. I know it's good practice to do it as you go, but I prefer to make levels this way. I'll start nodrawing after I've fixed the issue with the pakkrat.


    Regarding photoshpping the layout:I'll sort that out later, too. The main issue right now is pakkratting all the stuff so that massive error boxes aren't all over the place.


    HELP NEEDED-

    Neiter PakRat or VIDE are packing the required files into the .bsp. Help, please.

  • [WIP] De_Wulfe

    • Shima33
    • January 19, 2016 at 7:28 PM

    Updated the map, now with a semi-working radar and more preliminary texturing. Full changelog can be found at the Steam Workshop Link-


    http://steamcommunity.com/sharedfiles/fi…s/?id=599916990

  • [WIP] De_Wulfe

    • Shima33
    • January 14, 2016 at 8:41 PM
    Quote from Quotingmc

    I meant dark. Don't know why I said hard

    Since I did the lighting fix you suggested, it looks a lot better.

  • [CS:GO] de_waterfall [wip]

    • Shima33
    • January 14, 2016 at 12:27 PM
    Quote from SirK

    Playtest would be awesome. After running around i really like the layout! its pretty straigt forward even if it looks like a maze at first glance.

    That's my main worry about this map - people might take one glance at the layout and be put off by it. I've given iut a run-around too, and it's actually pretty easy once you get used to it - my only worry is the amount of ways to enter B Site.

  • [WIP] De_Wulfe

    • Shima33
    • January 14, 2016 at 10:53 AM
    Quote from austinweiss13

    Your workshop link goes to de_opera atm

    this is the correct link http://steamcommunity.com/sharedfiles/fi…s/?id=599916990

    Also, could you post an overview of your map please?

    Whoops, sorry about that. Thanks very much, original post edited.


    I'll post an overview in 10-20 minutes.


    Quote from Quotingmc

    Looks very hard and the lighting is very greenish. Try using the light settings for that skybox from here: https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List

    Sure, I'll change the lighting. Could you clarify what you mean by "Looks very hard"?


    EDIT: Changed the lighting. The map looks very blue now.

  • [WIP] De_Wulfe

    • Shima33
    • January 13, 2016 at 10:24 PM

    Hello again! This is my second attempt at making a competitve 5vs5 map - I've made a few other side projects here and there, but nothing is quite as ambitious and engaging as working on a competitve map. I've been working on this map for about a month now, with it being about 20% completed. The main focus of this map was working on the layout first, and then getting a theme down - it's worked out very interesting, and I'm very happy to share what I've made so far.

    I still need to work on detailing, advanced features, and playtesting - community playtesting and feedback is probably the most needed thing right now, honestly. I don't want to put a heckload of effort into the look of the level if it's just going to thrown in the trash. Again, any and all help is appreciated!


    Keep in mind - This map is a Work In Progress! [/b]Anything you see that you don't like, bring it up in the comments, and I'll try and resolve it!


    This is a Beta of my competitive defusal map, "De_Wulfe". Wulfe is set in an idustrialised area, with inspiration arriving from Office, a few Russian music videos, and with it being winter in general. In this area, the local industrial company is looking to expand their operations into local territories, such as flats and apartments - demolish them, and build their larger area of operations over the top. They have planning permissions, but there is a large, vocal backlash from the community about this - the locals have already staged minor riots and done some property damage, but this is the first time they have engaged in something as large as an attempted bombing of the facilities. The Counter-Terrorists have stepped in to quell the social uproar.


    Workshop Link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=642683326

    More images can be found at the workshop link.


    Have fun![/b]


    Level Overview (roofing removed, screenshot from Alpha):[/b]

  • [CS:GO] de_waterfall [wip]

    • Shima33
    • January 11, 2016 at 10:22 PM

    It looks great, but the layout looks a bit too complex. I absolutely love the look of it, the aesthetic and feel of it is amazing, but could you perhaps simplify the layout? I feel like there's too many spots to cover in it's current state... Still, I can't overstate how great it looks. An awful lot of effort's gone into this, and it shows.

  • [WIP] De_Opera

    • Shima33
    • July 26, 2015 at 5:06 PM
    Quote from Quotingmc

    I contacted you a while ago about helping on opera after seeing it on the reddit. You never replied. we can talk if you are still interested here: http://www.steamcommunity.com/id/quotingmc

    Terribly sorry for not getting back to you - I'll add you A.S.A.P.

  • [WIP] De_Opera

    • Shima33
    • July 26, 2015 at 4:56 PM
    Quote from laminutederire

    I would recommend you to search inspiration in other cs maps for the depot area, since it is a recurrent theme in this game. For the rest, it doesn't look like an opera to me, because the stage does not lead to a room possibly filled with people. Look up at auditoriums to try to build this room, even if most areas won't be playable (it would be terrible gameplay wise, but it would help sell the theme). I'll try to better understand which purpose each area is supposed to have in a real life opera, asking you to enlighten me in the process, in order to help you a bit more

    Well, the blue wall is supposed to be retractable seating, like the sort that you see in a school auditorium or something like that. That area still does need a lot of work, especially on the roofing and surrounding, non-accesible areas.

    Quote from Squad

    Seems like you're suffering from an inspiration blackout. Unfortunately that's a normal thing What I usually do in that case is google for reference images and keep doing that until I find inspiration again. Sometimes that happens with just one perfect picture you come across!

    What area or areas exactly are you having trouble with (I'm not familiar with the layout however)?

    Well, the whole map is lackluster at best. The layout's fine in my eyes, but so far the overall looks of it are very plain and lacking any sort of style.

    I was thinking of visiting a nearby theatre house for inspiration - there's one in my town, and perhaps going there would give me some ideas.

  • [WIP] De_Opera

    • Shima33
    • July 26, 2015 at 1:54 AM

    I'm not going to lie - progress on this map has come to a complete halt since the 18th, due to a lack of motivation and idea of how to properly detail this map.


    What I need right now is a lot of help. I have no idea what I'm doing when it comes to detail, and if someone could chip in and give me some feedback or perhaps share the workload, that would be amazing. Thank you.

  • [WIP] De_Opera

    • Shima33
    • July 16, 2015 at 4:26 AM
    Quote from leplubodeslapin

    Hello,

    I really am sorry but, can you change the name of your map ? I'm already working on a map named cs_opera (it will just be "Opera" on workshop), and i really care about the name

    https://migrationtest.mapcore.org/topic/18520-csgowip-cs_opera/

    Good luck for your map, you shouldn't use FIT that much on your textures and clip your brushes in order to apply more various textures. And some crates are really huge and weird, maybe more crates instead of 1 big will make more sense.

    Wow, your map is leaps and bounds ahead of what I've got, so far! It's looking really good - keep at it! I didn't see it when I was browsing the workshop before... The question is, what should the replacement name be? I'll come up with something, but right now, I'm going to have to stick with it, simply because I can't think of another name.


    Yeah, as you can tell, most of this was just getting the level design done and dusted rather than the looks, hence quite a lot of ugly textures and all that. I have no idea what you're on about with the "Clip Brushes" thing - I've only been using Hammer for a month, and I only know the basics. The crate problem will be resolved soon as well, hopefully!


    On a side note... Did you use any custom props for CS_Opera? I ask because the seats, guard rail and curtains in your map look absolutely -GORGEOUS-! If you made them yourself, then bloody good show. I hate to sound like I'm stealing your work, or anything, but could I please have those props, if they are props? My level could desperately do with them, if you don't mind. If you don't want to give them to me, I understand. Those cieling lights in the lounge also look gorgeous... I'm practically fauning over how much further your map is in development over mine.

  • [WIP] De_Opera

    • Shima33
    • July 15, 2015 at 5:12 PM
    Quote from Fjoggs

    Like the screenshots. Some of the textures shown however look rather, uh, plastic? Not sure how to describe it. The white stone bricks in picture 4 and 5 especially, and the brick floor texture in picture 3.

    That's because the reflectivity is too high on the base textures - right nowI'm more concerned with other details and clipping paths - wanna get the basics of the detail out of the way, then work on it.

    Quote from Fjoggs

    That radar is the best radar I think I've seen. So easy to look at. My own radar have a lot of work when I see that beauty.

    Keep up the good work.

    Thank you very much! It was actually quite painful getting the cl_leveloverview lined up properly, but I managed it in the end - there's probably some more details that I'll add in post to the radar.

  • [WIP] de_flashbeng

    • Shima33
    • July 15, 2015 at 8:46 AM

    I actually quite like the look of this map. I think it'd work good as more of a Victorian-era thing, similar to the aesthetic of Bloodborne, or something along those lines - just so it isn't called another clone of cbble. I like the looks of it so far, although B looks like it could do with quite a lot of revision, and I don't understand mid from the radar screen.

  • [WIP] De_Opera

    • Shima33
    • July 15, 2015 at 8:21 AM

    Saying the screenshots are on the workshop link is pretty cheap - here are the photo's in the thread!

    By the way, before I forget to mention, the dimensions of the map are 3405 x 3476.

    Photo's:

    Quote

    T Spawn - the fine example of how under-developed this map is so far.

    The T-side path to A, also known as 'Hogan', named after Hogan's Alley, the old NES game. There's some sandbags behind the cylinders so you can jump on top of them, and it's possible to jump on the dumpsters to the left, perform a tricky jump and get on top of those boxes. Do this with a friend, and you can boost through into the vents, giving you a vantage point on CT-sided A.

    The main stage itself, the A bomb site. The idea here was to have retractable seating, indicated by the blue carpet texture in the background behind all the cylinders and gym equipment. So far it doesn't look like much of a stage - I aim to have this fixed with stage lighting, and perhaps curtains.

    Mid. This area isn't really finished up to my standards yet.

    The path leading to B from Mid. This area's pretty minimalist so far, but I'm not sure what to add.

    The B bomb site itself, otherwise known as Depot. This area is supposed to be where they store all the stage props for the performances on the stage, but right now I'm just using standard warehouse crates and all that. This area's probably going to change a lot, as the stage props are made and stored.

    The CT entrance to B, also known as Tickets. Jump over those ticket barriers or open the door, smash through the window behind, and leap right into the Depot area. There are also some other ticket stalls on the other side, which are good for saving.

    T-sided entrance to B, also known as Trucks. It's possible to hide in the trucks and save here as well.

    Display More

    Radar:

    Quote

  • [WIP] de_keep

    • Shima33
    • July 15, 2015 at 8:15 AM

    This map looks really quite fun. I'll give it a workshop download and give further feedback. My only worry right now is that it's too much in that cbble vein - is this cbble2, or is this an entirely new map? It's yet to have that unique 'wow' factor to it.

  • [WIP]Colombia

    • Shima33
    • July 15, 2015 at 8:14 AM

    I think map might actually be too big for CS:GO. What is the size of the map, in units?

  • de_worksite [New Update / 30.08.15]

    • Shima33
    • July 15, 2015 at 8:12 AM

    Name's a bit cliché, don't you think? Try and come up with a unique name - one where, if I search it on the workshop, only your map will come up.


    So far, it looks okay, but judging from the radar image, the actual playable level's too small for a competitive defusal map. The average for competitive defusal is anywhere between 3,000 and 4,500 - where's your map at, unit-wise?

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