just repacked and updated the map. Hopefully this is solved...
Posts by Twan_Neppe
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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..
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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.
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I thought i was able to rename this topic to remove the [WIP]. I can't find it anywhere anymore XDD... plz help....
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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..
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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.
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B site:
A site:
Mid:
T spawn:
CT spawn:
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maybe after a good rating i'll further improve and adapt the map based on the given feedback.
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@Vaya Sorry that i couln't be there.. Thanks for the feedback anyway
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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
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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?
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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...
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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...
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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.
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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..
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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