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Posts by sn0wsh00

  • WIP in WIP, post your level screenshots!

    • sn0wsh00
    • July 9, 2020 at 1:19 AM

    I've finally finished all the chambers for my MG obstacle course map. Now I'm currently adding more details. I've decided to stick with the simple floating space platform theme, but I also decided to add trees and plants to make the map have more of a space terrarium vibe. You can see some of this in the screenshots I attached.

    I also made a teaser showing off what I've done so far. Yes, you can make it rain bananas if you know where to look:

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    Finally, what's the current deal with dynamic lights in CS:GO? From what I've read, it seems like CS:GO was especially terrible at that type of lighting, but apparently around 2017, the engine was updated to better handle that. I've managed to create not so terrible looking toggleable light on this map using a light and light_spot combo (thank you cs_mansion), but have CS:GO mappers found a better way to have light switches?

  • WIP in WIP, post your level screenshots!

    • sn0wsh00
    • July 3, 2020 at 1:28 AM

    I've been working on a short minigame/obstacle course map for CS:GO over the past few weeks. This MG map is set in space and pits CTs and Ts in a race to rescue a hostage and detonate a bomb respectively. This map will feature changing elements each round, such as platforms being placed in different locations (I ended up using a lot of logic_case and func_brush entities). Hopefully, these variation will be enough to make each round an interesting experience, while still keeping the variations simple enough so that players will quickly figure out what to do.

    I've attached some GIFs showing off the dynamically changing elements. As you can see, skyboxes also vary each round, thanks to the skybox_swapper entity. A lot of the variations will also be invisible and it will be up to you to determine the safe path.

    Some other planned features not show in the GIFs:

    • Invisible death walls (good for testing your short term memory)
    • A rolling log section (Source Engine really does not like you reversing the direction of func_rotating)
    • A short surf section that's doable using default Global Offensive settings
    • Two secret areas. Perhaps you'll be able to travel to another big wide open galaxy
    • And much more

    I think I might keep the abstract white-square-blocks-floating-in-space aesthetics seen in the GIFs. It's not the prettiest thing in the world, but given that this map is obviously not based on a real location and that bright white surfaces tend to go well with space maps, I don't see it as a huge issue. On the other hand, I am open to suggestions on how to make this map look better while still keeping this simple theme.

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