I think you can made this building with blueprint method but you need this building's blueprint. This video is sample of blueprint modelling method.
Posts by neptune
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You can find this link how to make collision mesh with each 3D modelling program for Source Engine.
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Quote from I ♡ The 1950
2 hours ago, I ♡ The 1950's said: So today I felt like creating a fictional brand for all those cola props in de_border (Lecker-Cola)! And this was the result!
That 20's style poster I made for it still needs some tweaking, but I'll get to it! (Side note: "Lecker" is German for "Delicious" or "Yummy", or so I've been told by a native speaker)
If I made any mistakes with the poster grammar, please tell me! If you want to know how I made the poster, here's a little walkthrough: https://imgur.com/a/DoslOu3

The content cannot be displayed because it is no longer available. My advice this poster need remake. I search 20's advertisement poster and the common style of these posters is that they look like oil paint. I share a sample.
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Actually I didn't want to process a fully abandoned facility on this map. The story of this map is about 1 hour after the disaster so some places may seem a little new.(Some soundFXs and clock model processing this story.) After your comments, I changed the designs of some buildings and textures. With these changes, I aim for a color, atmosphere integrity locally. I already preparing this update and I will share result.
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Quote from Interfearance
5 hours ago, Interfearance said: Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity:[Blocked Image: https://files.gamebanana.com/img/ss/maps/58d4377184ef9.jpg]
Hmm you re right. I already preparing next update and i took note about this issue and i ll fix it.
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@blackdog I forgot to change ceiling texture. It is final result.
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@blackdog I understand . I started redesign these plaster textures and I will share the result.
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Map updated.
-Optimization improved -Some texture's reflection revised. - Map now supporting HDR and LDR lighting. -Some place's inside lighting revised. -Courtyard's crane removed. -Little office balcony's critical bug fixed. -Added new custom models. - Added new 4 unique texture. -Some place inside redesign. -Phone soundfx changed. -Plume smoke effect texture and animation rebuild now more realistic. -Radar updated.
-Some bugs fixed.
If you have any advice please write to me.
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Quote from SmityHead
51 minutes ago, SmityHead said: Having 3 entryway to a single bombsite makes the map uncompetitive, Especially for CT's. Bombsite B has 3 entryway (from ct, b long & b short). And bombsite A is supposed to be a one way crouded area. Kinda like Dust2's Bombsite B and Inferno's Banana.
About explosive barrels, theyre unique for me. i dont know, ill remove it sometime when the map is finish.
All offical competitive map at least 3 entryway including Dust 2's Bombsite B and Inferno's Bombsites you should search it.
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Your bombsites need 3th or more entryway. I looked your screenshots and i understand your map's bombsites only 2 entry option. You should change it. Lastly remove explosive barrel.
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Quote from Roald
13 minutes ago, Roald said: Looks really awesome.
I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode!
Thank you for your comment. I will remove this crane.
I just added Competitive mode for playable option but Wingman mode is very fun and map design very convenient.
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Hi everyone,
This map is remake version of Half-Life Crossfire. Firstly I released this map in 2015 and I updated regularly. Now I changed whole map design and details but i protect map's main lines. The map's story goes through after the test chamber accident time.
Map support Competitive, ,Casual, Wingman, Deathmatch and Custom game mod, Custom game mod is basic Half - Life Deathmatch mod without turret and HLDM weapons. Nuke button, lifts, secret room, etc. still have and improved. Only nuke button blocked Competitive, Casual, Wingman game mod. Here workshop page --> Crossfire
Custom Deathmatch Gameplay Details
- Total game time limit is 20 minutes.
- All players default start weapon is Glock and Knife.
- Grenade carry limit is 5.
- Healthshot carry limit is 1.
- Friendly fire is on and all player is enemy.
- Weapon and grenade can't drop after die.
- All weapon and items on ground.
- Map have 4 resupply point. 2 resupply point on left CT Spawn 2 resupply point on right CT Spawn.
Weapons and Item Lists
- Revolver XM1014 Healthshot
- M4A4 M249 Armor
- MP5-SD Nova Health Charger
- AWP HE Grenade Low Jump Module(just change gravity)
- FAMAS Flashbang
- AUG Incendiary Grenade
- P90 Decoy Grenade
- SSG-07 Smoke Grenade
- Desert Eagle Sensor Grenade
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Looks nice good job
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Quote from Interfearance
30 minutes ago, Interfearance said: @neptune Looks nice, but how does this map even work in CSGO.
I adapted CS GO mechanics, compatible with Competitive, Wingman and Deathmatch mode and I made like Half-Life Deathmatch mod without useable turret and HL DM weapons I replaced with equivalent CS:GO weapons for this mod.
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