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  3. RedHawk

Posts by RedHawk

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 10:45 PM
    Quote from Lajron

    15 minutes ago, Lajron said: 1st rule of Hammer Club : never use the carve tool. 2nd rule of Hammer Club : NEVER use the carve tool.

    Tho in all seriousness , don't use the carve tool..

    Don´t worry, the two half domes is the only thing I´ll be using the carve tool.

    It was the only way I could come up to make that.

  • ITT: Post maps/scenes that never saw the light of the day.

    • RedHawk
    • June 6, 2016 at 10:36 PM
    Quote from Harry Poster

    On 14/5/2016 at 8:54 AM, Harry Poster said: Map that should be set in spain streets. Map became very costly for computer memory. Very sad. In this screenshots only Alpha build. RIP.

    When you say "streets of Spain" more or less which city do you mean? Cause depending on where you are in Spain the architecture can vary a lot. For what I see that seems to be either the suburbs of Madrid or possibly Barcelona (I haven´t been to Barcelona myself tbh).

    But it´d be really cool to see a map in Madrid! If you could find the file and work on updating/optimizing the map, that´d be great!

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 10:18 PM
    Quote from MinorThreat

    Just now, MinorThreat said: Have it set in the Coliseum itself with lions and epic chariot races.

    Haha, would be awesome though, but we have to remember this is csgo we´re talking about and not a standalone game ;) (I wish I was skilled and had the willpower to take the job of making an actual game)

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 10:08 PM
    Quote from Wrakke

    5 minutes ago, Wrakke said: [Blocked Image: http://i.imgur.com/b07oPW6.png]


    WHAT? Didn't even know this was a feature.

    I didn´t expect so many people to answer tbh, I have low expectations when it´s me and forums.

    Quote from Bevielis

    Just now, Bevielis said: So using your advanced technique I was able to create an amazing modern art piece. Considering redoing my map this way. [Blocked Image: http://i.imgur.com/seVWd98.png]

    Oh, wow. 3D print it and sell it for millions Kappa. It´s a nice tool but I hear it makes it hard to work on when you over-use it

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 10:05 PM
    Quote from Terri

    18 minutes ago, Terri said:

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    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.

    Seriously you cant use the carve tool for this stuff, it creates crazy geometry and will become unworkable instantly.

    That´s a lot of crazy geometry for sure, but I´m not looking to make terrain with the carve tool. Only using it this one time to create the half-domes. Also, for now it´s its own block so I can remove it in order to create other blocks underneath easily.

    Quote from rosk

    9 minutes ago, rosk said: There doesn't seem much of a point in blowing up some ruins though, just make it a bit more interesting rather than just some crates near these ruins. I love the carve tool also, it helps my compile times!

    Heh, I see your point. Maybe it´s more interesting for me as I visited that place many times when I was little and I´ve always liked Roman history in general. I could make it more interesting by adding some "secret project" or something, but for now it´s "just" blowing up one of the most important ruins in of the Roman history.

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 10:01 PM
    Quote from rosk

    2 minutes ago, rosk said: There doesn't seem much of a point in blowing up some ruins though, just make it a bit more interesting rather than just some crates near these ruins. I love the carve tool also, it helps my compile times!

    Man, it´s Rome. Those ruins are one of the most important Roman ruins. It is an almost complete Roman market and church (b-site is the church). It´s a very important part of Roman history.

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 9:54 PM
    Quote from Shibou

    5 minutes ago, Shibou said: i like the potential B-Site on your pic. the rest of the map looks a bit to open for my taste. Yet that says nothing abou the ways you'll create your map.

    That half-dome in Hammer looks quite impressive, yet a bit messed up. ow did you create it ?

    Yeah, the pic is just like an idea, I´ll change the building so that they´re not as ruined to allow cover and be less open and such. I did the half dome using the carve tool like the two people above ^^ said. Don´t worry, I know it´s pretty buggy but I´m only going to use it twice for the two half-domes on the church (b-site is an old Roman church in case you didn´t know).


    I used to go to this place once every month when I was kid and I know it pretty well.

  • de_colosseum [WIP]

    • RedHawk
    • June 6, 2016 at 9:34 PM

    *Edit*

    /** Alpha of the map in in the steam workshop now http://steamcommunity.com/sharedfiles/fi…s/?id=700501278 /**


    After taking a break from the map I decided to stop working on, I´ve decided to start working on a new one set in the ruins next to the colosseum (thinking of a location helps me come up with a layout more easily).

    This is the location with a few annotions:


    And here´s two screenshots from what I´ve done in 5 mins:

    [/list]


    All ideas are welcome!


    *EDIT* :Layout mostly done.

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 23, 2016 at 10:50 AM
    Quote from Plat

    8 hours ago, Plat said: I definitely see where you're coming from. My first few projects I abandoned because I was learning so fast that they were starting to look horrible and practical as I went. I assume that's basically what is going on here. Good luck on your next project!

    Yep, that´s mostly what I what I think right now. I will give myslef more time with the next project though as this map I "finished" in under 2 weeks.

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 22, 2016 at 10:43 PM
    Quote from Freaky_Banana

    12 minutes ago, Freaky_Banana said: That's a good answer /emoticons/[email protected] 2x" title=":)" width="15"> . I will let you pass /emoticons/[email protected] 2x" title=":P" width="15"> .

    Oh, t´was a test, aye?

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 22, 2016 at 10:24 PM
    Quote from Freaky_Banana

    2 hours ago, Freaky_Banana said: Why ?

    Well, it is the first map I´ve ever made and I had big plans for it when I was making it but now that the layout is pretty much done, I feel like it´s kinda flawed and small. I want to make a bigger map with a setting in mind since the moment I start working on it. Now that I know how to make a map, hopefully I´ll be able to use the skills acquired to make a (hopefully) better map.

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 22, 2016 at 6:06 PM

    I think I´m going to stop working on this map and start working on a new one.

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 18, 2016 at 10:58 AM

    17/03/2016 Update:

    Fixed problems caused by previous update.

  • MapCore CS:GO Playtesting 4.0

    • RedHawk
    • March 16, 2016 at 9:25 PM
    Quote from MaanMan

    7 minutes ago, MaanMan said: As far as I know there is no trick to get the workshop publisher to pack two dds files. We most likely have to wait for valve to patch it in. In the mean time you can pack the radar into the bsp using PackRat or Vide.

    With the doors you actual have four doors. Two of these doors lead into same small room. For most maps doors open at a speed of 200 (this is off the top of my head) while yours open something around 100. While doors can make a space feel more realistic, they are usually not very good for gameplay.

    As for the callouts on the nav file it is possible that you generated a new nav file when updating the map. Check the previous nav files and see if any of them still have your callouts.

    okay, thanks. I´ll try to have the radar packed into the .bsp and add the .nav file to the map before the playtest tomorrow (supposing it does get playtested)

  • [CSGO] Multi-level radar problem. (solved)

    • RedHawk
    • March 16, 2016 at 9:15 PM

    I made a multi-level radar and for me it works perfectly (because I have the files on my PC) but people who have my map through the workshop only see the default radar.

    I saw this is because when uploading your map to the workshop it only picks 1 .dds file (the default one).

    Is there anyway to get the publisher to pick up both files or any other way to get the two radar images to work for other people?


    *EDIT*

    I thought I could pack the radar into the bsp file using packrat.

  • MapCore CS:GO Playtesting 4.0

    • RedHawk
    • March 16, 2016 at 8:50 PM
    Quote from MaanMan

    12 minutes ago, MaanMan said: I've just went around your map and noticed that your radar does not work for all the Z coordinates. It looks like the lower layer of your radar was not included in the bsp. This maybe a problem with the workshop publisher, as it may only fetch one dds file. Another simple fix is making sure that all Tspawns are in the right location (not on the bottom of the skybox). I would also recommend removing many of the doors which you have in your map.

    Yes, the radar issue I found out today. I used to have only one level radar and just today I updated it to a multi-level radar. For me it works just fine but when I invited a friend to see the map he could only see one level. It´s probably the problem you pointed out too. Is there anyway to get it to pick up the two .dds files? As for the Tspawns they are all in the right position and I myself have also noticed that sometimes you spawn under the map. And is 3 doors too much for you?

    Also I used to have a working .nav file but idk why when I updated the map today all the callouts were gone.

  • MapCore CS:GO Playtesting 4.0

    • RedHawk
    • March 16, 2016 at 6:25 PM

    Just a quick notification,

    You know I submitted my map last weekend if it could get playtested and you have been very kind updating my info but I requested it be playtested tomorrow and I saw it could take 24 hours to decide wether a map will be playtested or nor and it already been like 4 days :/

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 16, 2016 at 6:21 PM

    16/03/2016 Update:

    -Added cover using props.-Pushed T spawn backwards for balancing.-Added multi-level radar.


    KNOWN ISSUES HEAD TO THIS POST REPLY

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 15, 2016 at 8:40 PM

    Well I got the multi-level radar working but it´s completely off centered for some reason.

    I´ll try to fix it and have the map updated by tomorrow.

  • [WIP] [CS:GO] de_Fabric map.

    • RedHawk
    • March 13, 2016 at 11:31 PM
    Quote from Wrakk

    By this do you mean you want actual help with detailing, (as in providing helpful feedback on how to make stuff look good) or that you want someone to do all the detailing for you? Knowing that this is your first map I'd advise on creating everything yourself.

    Well, yeah. My main idea was to work alongside another person on detailing the map. I´ve had previous experience in level editing with UE4 but when it came to the textures and details I always sucked so that´s mostly why I would like some help from someone else.

    But thanks for the advice, I might actually try to do some by myself and see how that works out.

    Quote from Shibou

    For your first map this one is realy great! You even got minimap and location names included, thats realy great IMO.

    At first try CTs and Ts arrived almost the same time at A, which isnt necessarily a bad thing. That layout itself is a bit blocky but that can be fixed easily whilst detailing the map.

    I think the middle part has to many (narrow) connections (which are invisible on yur minimap).

    I am wondering how the truck cam to the second floor without any street leading there :D

    Yeah, being my first map I didn´t want to complicate myself doing the map with angles, and also I just found out how to do multi-level minimaps just a few hours ago.

    And about the truck, which one do you mean? The one on A site? Right behind it is supposed to be a closed "garage door". The one on B site, I hadn´t thought of it lol.

    About the timings I only got to test them out roughly with a friend and all I did was pull the T spawn a bit back to try and fix it but I don´t know if it´s ok or maybe I could pull it a bit back more.

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