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  3. Twan_Neppe

Posts by Twan_Neppe

  • drainage system map [WIP]

    • Twan_Neppe
    • April 26, 2020 at 4:08 PM

    just repacked and updated the map. Hopefully this is solved...

  • drainage system map [WIP]

    • Twan_Neppe
    • April 23, 2020 at 9:49 PM
    Quote from Interfearance

    4 hours ago, Interfearance said: Maybe you have to pack your level?

    do you mean including the custom textures inside the bsp with VIDE, cuz i've done that. Could it also be a light-entity issue?

    Playtest is coming up, so i'd like to see this fixed, but i don't know any solution.. Plz help..

  • drainage system map [WIP]

    • Twan_Neppe
    • April 14, 2020 at 10:45 AM

    There seems to be a problem. My friend had multiple black surfaces within the level. Anyone knows a solution?

    My pov: My friends pov:

    please mind the difference in light, my pov is from a newer version of the map(with light entities).

  • drainage system map [WIP]

    • Twan_Neppe
    • April 9, 2020 at 12:38 PM

    Minor update:

    In-game it was pretty hard so shape the area, so i changed up the textures a little.

    Old New

    This results in lines on the floors and walls:

    Old New

  • drainage system map [WIP]

    • Twan_Neppe
    • April 7, 2020 at 6:47 PM

    First Greybox version out NOW!

    https://steamcommunity.com/sharedfiles/fi…/?id=2052077608

  • [CS:GO] Depot

    • Twan_Neppe
    • April 2, 2020 at 9:27 AM

    On just the first look on it, to me it seems pretty CT-sided. for example if a Ct player with AWP holds a corner. picks one T and then pulls back for a different corner. Really standard plays for AWP player.

    There are a lot of corners such a player can hold before the T's can even reach a bombsite.

  • drainage system map [WIP]

    • Twan_Neppe
    • February 1, 2020 at 4:23 PM

    I understand that it is hard to see how these layers come together. Here is a updated version of the radar total and of all layers of them seperate:

    currently i'm seeing if all of the timings are a good. Also, there are 4 total hostage spots which i will later reveal because of possible change...

  • drainage system map [WIP]

    • Twan_Neppe
    • January 28, 2020 at 2:42 PM

    Kind of finished the first layout...

    Top Layer (CT spawn):

    Middle Layer:

    Bottom Layer (T & hostage spawns):

  • de_hotel

    • Twan_Neppe
    • January 11, 2020 at 12:20 PM

    I thought i was able to rename this topic to remove the [WIP]. I can't find it anywhere anymore XDD... plz help....

  • drainage system map [WIP]

    • Twan_Neppe
    • January 11, 2020 at 12:12 PM

    i just started to work on an idea for a hostage map. it is themed in the drainage system of a fueling company on a port.

    Rumors are going around that the 20 largest ships in the world are polluting as much as all of the cars in the world...

    And besides that, there are companies that refine nuclear waste into the fuel for these ships...

    This seemed a pretty good scenario to me..

    here are some pictures of the first work i've done..

  • de_hotel

    • Twan_Neppe
    • January 11, 2020 at 10:28 AM

    Final update before the deadline

    Version 1.07

    Biggest update:

    - Added cubemaps

    Other changes:

    -added a fence in front of the hedge near bombsite A -added a rope with a sign between the fences in the garden -added some more aesthetic props and decals in the map -replaced some more textures with others which are more suited for that spot.

    -----------------------------------------------------------------------------------------------------------------------------

    B site:

    A site:

    Mid:

    T spawn:

    CT spawn:

    ----------------------------------------------------------------------------------------------------------------------------------

    maybe after a good rating i'll further improve and adapt the map based on the given feedback.

  • de_hotel

    • Twan_Neppe
    • December 30, 2019 at 5:08 PM

    @Vaya Sorry that i couln't be there.. Thanks for the feedback anyway

  • de_hotel

    • Twan_Neppe
    • December 29, 2019 at 5:16 PM

    Small update before the playtesting tonight.

    Version 1.06 - improved the lighting so the shadows aren't as dark anymore - retextured some buildings with brighter textures so the map would be brighter - added an elevated part for T's to peak MID

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • de_hotel

    • Twan_Neppe
    • December 25, 2019 at 12:31 PM
    Quote from JorisCeoen

    On 12/22/2019 at 3:19 PM, JorisCeoen said: Well your ambient values in the light_environment can easily be like 150-200 with a lighter color than you have now (ambient color needs to be a little what the skybox is, so light-blueish could do the trick).

    The content cannot be displayed because it is no longer available.

    This is what the numbers are in the pictures, brightness is 520...

    Also 3kliksphilip made a video of it how bright textures improve the brightness of the level. I've tested it in some areas and it worked, but the level would feel less realistic with all those bright textures..

    Maybe brightness color would make a difference to make it more yellow instead of what it is now?

  • de_hotel

    • Twan_Neppe
    • December 22, 2019 at 12:46 PM
    Quote from DeadKnife

    16 hours ago, DeadKnife said: The shadows look pretty harsh.

    yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions?

  • open source CSGO Props

    • Twan_Neppe
    • December 21, 2019 at 5:11 PM

    Uh, one more question...

    How do i need to place these files to get them to work in hammer? I was watching some tutorials about it but they all were about custom made models...

  • de_hotel

    • Twan_Neppe
    • December 20, 2019 at 6:24 PM

    I've looked into any possibilities for more vertical difference on the left side of the map. I came to the conclusion that MID had some potential in this case.

    So i started trying something and it came out pretty well i would say. Here is the result...

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • open source CSGO Props

    • Twan_Neppe
    • December 20, 2019 at 5:37 PM

    Hi,

    Does there happen to be a platform where i can freely browse for any props that i can use in CSGO SDK?

    I don't know how to model my own props and it would help me a lot building my map.

  • de_hotel

    • Twan_Neppe
    • December 18, 2019 at 1:12 PM
    Quote from Wintrius

    15 hours ago, Wintrius said: [*] If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture. [*] I don't know about that lighting. [*] I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based. [/list]

    (I think you mean the pictures that i've posted you are talking about) no those are from my map, just to let you see how it is coming along..

  • de_hotel

    • Twan_Neppe
    • December 17, 2019 at 6:32 PM
    Quote from DutchCrazyGamer

    11 hours ago, DutchCrazyGamer said: The layout still looks like some long boring corridors. Have you playtested this map already?

    Yes there was a playtesting session about 2 months ago. I just submitted it for another playtest, possibly occuring on december 24th. Hope to see you there

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