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Showing content with the highest reputation on 02/28/2016 in all areas

  1. 7 points
    NihiL

    [WIP] de_canaveral

    Hello everybody. This is it, after de_spice I'm back with my second CS:GO map: de_canaveral (working title) and it takes place in a building complex of a certain four-lettered space agency. Of course, the map is purely fictional and not based on any real building or anything. Settings, Story and Terrorist Motivation One of the core aspects I learned about from criticism of my first map was that a cohesive setting and story is very important to people. So this time around, it's all about a new alternative rocket propulsion prototype that this space agency is developing that shows promise of being much more potent than conventional solid or liquid rocket thrust. Serious environmental concerns have arisen and, after demonstrations and protests have not achieved government intervention, a group of people has formed that are willing to do whatever it takes to stop the project. This setting allows me to re-use the new de_nuke assets but I am prepared to supply custom textures and models as well. The general tone of these space agency facilities is very bright and clean making for great contrast against darker player models! Layout Let me show you the first version of the layout that I just finished: As you can tell, de_canaveral is a modern midless map as I was growing a little tired of Dust 2/Mirage rip-offs (which my first map de_spice certainly was guilty of as well). This is more in the vein of de_cbble or de_overpass as far as the layout is concerned. Ultimately, the map currently is very compact. I do think it has everything it needs for now but it still feels small. As far as design, I played with some interesting non-90 degree geometry. Essentially segments of the level (instances) are either grid aligned or 30 degrees rotated to the left. It will be a challenge to line these up in Hammer! Cover and other room objects are not in the sketch and will be added later. The lines between the pillars at the balcony near bombsite A are breakable glass windows. The curved wall near connector consists of boarded up windows which you can't see through but can wallbang and throw nades over to prepare an A take. Also, the long sight line from CT spawn through the bombsite B to outside will be blocked with cover at the bombsite, I don't want this to be a one-dimensional sniper shooting range! Another important goal for this design was to counter two trends that I see in new Operation maps and that I personally dislike (and I've seen this reflected on reddit a bit as well): Too many connectors (I want to resist the urge to add a connector from control room to A for example etc.) and angles that are very long range and heavily favor AWP usage. This is not meant as an insult to the highly talented mapmakers of Cruise, Tulip, Empire and so on, just my personal taste if you will. What's Next So that's where I'm at right now - a Photoshop sketch. I want to get this past you and some other players/testers that I know (essentially if Global Elites think it's okay then that's good haha) and then start with a Sasha Greybox. Then we'll test and refine that and start converting it into the full and final map. I'm very interested to hear your thoughts and concerns about the layout. Thanks ahead of time and cheers!
  2. 6 points
    Pampers

    Counter-Strike: Global Offensive

    does it have in-depth tutorials on how to write your name with lewd brush work?
  3. 5 points
    cashed

    [CS:GO] DE_LITE

  4. 4 points
    Hey buddy What you suggest will be unneeded, useless, and a total waste of time; too much confusion in the comments posted in this thread, and these are common misconceptions that will probably need me to write an article by itself. I’m going to let you in on a little secret (and the viewers too); let’s call it “optimization 601 – masters degree level class” If your map is tightly and well optimized (and I mean REALLY, REALLY well), then there is not much of a difference between full vis and fast vis. The gap in fps will be non-existing at all, you will get the same fps. If by any chance the fps will differ, then this difference will be extremely marginal. That’s not to say that everyone should use fast vis; If you are a beginner or intermediate level in Source optimization, then never use fast vis because chances are your map in not fully optimized and the fps will take a dip with fast vis (the PVS and the content rendered will be exaggerated). However, if you are an expert in optimization and very intimate with visleaves and PVS, then fast vis is as good as full vis when it comes to testing your optimization system. Please check my 2 detailed and in-depth articles on (visleaves) Demystifying Source Engine Visleaves and (PVS) Source Engine PVS - A Closer Look The PVS in the fast vis version will be slightly looser than the one in the full vis edition and I emphasize on slightly; we are talking here about some 4-5 additional visleaves at best, and when you took extra care to optimize your map and kept your visleaves in check, then these extra visleaves in the PVS won’t affect your fps in any considerable way. Most of the times, the fps will be the exact same between fast and full or slightly lower in some rare cases (single digit difference at best). I personally do not need vvis while building my optimization systems. Vbsp creating the visleaves properly is more than enough; I can calculate the visibility myself and predict the PVS on the fly by using mat_leafvis, mat_wireframe and r_lockpvs, in addition to the portal file in Hammer. A full vis or fast vis will be the same for me once my optimization system is airtight. Now if this new found knowledge shook the optimization grounds beneath your feet , then allow me to ease your mind with some solid screenshots and figures to showcase and verify what I just explained. I will use my CSGO map cs_calm to demonstrate this effect, and we will need 3 versions of it: the workshop version (March 2015) that is basically a final compile (full vis, full rad), a test version compiled with fast vis and fast rad, and a second test version compiled with fast vis but with full, final rad. These versions are exactly identical, the only difference being the compile parameters. In this first screenshot, on the left is the full compile version while on the right is the fast compile. The fps are the same in both versions. Let’s check the wireframe shot to get an idea on the PVS and what’s being rendered. You can see that the content rendered is the same. The only small difference in the PVS is the area behind the ladder (center of screenshot) where an additional 5 small visleaves are rendered in the fast version. Since my map is fully optimized and these additional visleaves have proper “hallway-end” areaportals, corner hints, no draw, as well as an aggressive props fade distance, the content to be rendered inside them is greatly reduced to just a couple of textured walls that have no impact on the fps. Here is another screenshot between the full version and the second test map with fast vis but this time with full, final rad. Again, the fps is the same (no surprise here if you understood the concept). The wireframe shot follows. Again the PVS and content rendered is basically the same with the additional 5 visleaves for the fast vis; the fps is still the same. As I said before, when your map is tightly optimized (as in “will2k’s seal of approval” optimization ), then it doesn’t matter between full or fast vis, you will get pretty much the same fps results and can compare freely. If your map is not 100% optimized, then DO NOT use fast vis at all. My study on Nuke is 100% valid even if I did it with fast vis; now you can see why. Hope the above cleared things up for you and for people viewing this thread I might be tempted to write an new article about the above. Cheers Note: For all the folks that are confused and have so many misconceptions about vvis, optimization, etc, please read my technical papers and articles about Source optimization in chronological order as they appear in my signature below. (For the guys confused about hints and fast vis in the posts above, vvis has nothing to do with implementing your optimization setup, that's vbsp's job - vvis simply calculates the visibility between your leaves and creates the PVS. vbsp is the one responsible for translating your hints, areaportals, nodraw, func_detail etc into visleaves cuts during the compile). Again, read my papers and all this is explained in great details .
  5. 3 points
    ashton93

    WIP in WIP, post your level screenshots!

    Been working on remaking a map for the sourcemod WW1: Source for an upcoming release of a new version. Put together a small video for the mod community showcasing the differences between the old version and the new one. It's mostly finished, but I'm planning on replacing the 2004-era stock Source rain with some particles (just gotta figure out how to make some that arent very expensive to render ) https://www.youtube.com/watch?v=M2wKjwVWbE4 Also, is it possible to embed youtube vids on this forum? I've tried a lot of tags with no success
  6. 3 points
    Quotingmc

    de_contract

    Started to refine Bombsite-A and the CT to A Connector. I also started to work on a colour palette and applied some test textures. Any feedback would be much appreciated! Images: EDIT: Here is a temporary overview
  7. 3 points
    AlexM

    What's going on with your life?

    I'm about to go on 3 weeks leave to recover from crunch time. I don't know what to do with myself. Obviously 1 week will be me with no pants playing all the video games I didn't have time for but outside of that I'm not sure. Probably going on a diet and exercise regiment to make up for the time but I was considering working on a personal game. Whatever it is though, I'm planning to focus on make it tight and fun. Something arcady. On a side note, here's John Vignocchi talking about the game I worked on. Disney Inifnity 3 Marvel Battlegrounds.
  8. 2 points
    JSadones

    Interests in a prop database?

    Hello, I was wondering for a while that if there is a CS:GO database of all the props. I have not found any, and the current prop browser in CS:GO is really bad, not good categorized and really hard to browse props. Would people be interested in a webpage where you can easily browse props? Edit: Have a working preview online : http://csgo.hammerdb.info It's currently only HTML, but I'm creating the database connections now to allow custom content. Features I had in mind All CS:GO props in one placeEasily searchableCategoriesExtensive searchItem taggingMaptags If you are interested in this, and would like this to be a thing, please answer : What would be important to keep saved in the database? What details should an object have ? How would you like to search items? Any ideas
  9. 2 points
    Quotingmc

    de_contract

    De_Contract De_Contract is my latest custom defuse map for CS:GO. I am currently looking for any feedback that may help improve the map. I have not yet clipped the map fully so there may be a lot of places to escape. I plan to submit for a playtest and create a radar once I get sufficient feedback on the layout. (OUTDATED below. See comments for more recent!) Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=632376096 V2b Images: Radar:
  10. 2 points
    TheOnlyDoubleF

    What's going on with your life?

    @AlexM Good to here! Enjoy your rest Pretty hard time here, I try to do something with Ultraflow 2 but it's a commercial fail :/ (on Android at least). We are waiting for some official codes from the USA in order to release the game on WP and iOS. It's not very pleasant, I'm tired of administrative processes. Also, if someone had a contact in game publishing in China and Japan, I'll be glad to hear about it. On the job warfield: I had an interview this week with Ubisoft after they called me the week before. Waiting for an answer within two weeks as they met several people. It was weird 'cause it was not a classic job interview as they just wanted to meet students to find new talents. I don't even know if they want to put me on a game design, level design or producing position ^^ I also received and answered to a game design test from Splash Damage. Same for the open game design test from Epic Games #hope #ihavenochance. And finally, I'll meet a recruiter from Goodgame studio this week to talk about their opportunities! So you were right, there's no need for a recruitment agency. Plus, I've got a beautiful girlfriend for one month now! Everything would be great if only ultraflow2's revenues were good...
  11. 2 points
    Freaky_Banana

    de_contract

    First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility. Otherwise the screenshots look really nice!
  12. 2 points
    Still available for me : https://vk.com/video-56772707_167736755 :)
  13. 2 points
    deceiver

    Far Cry Primal

    Look forward to seeing what you all think! And for those who missed my spamming of it everywhere else this past week, here's my folio page with all the work my team and I did! www.jobyek.com/farcryprimal.html
  14. 2 points
    Nice test! Though i don't really know why you did run vvis on fast for testing the quality of optimization. This doesn't really make sense imho. I feel like you should compile with other compile settings for more accurate results despite of the long compile times.
  15. 2 points
    Pampers

    Uncharted 4

    this is why you always put big text on all the placeholder stuff you use
  16. 1 point
    cashed

    [CS:GO] DE_LITE

    For those who weren't around during the tail end of CS1.6 competitive, I created a competitive map for ESEA [download] with feedback provided by ESEA staff and pro's at the time. Volcano being the most productive and active. I ported it to CS:S/CSPromod but never really released it for CS:S. ESEA never really cared if I ported the map over; but there's been some demand and I've been tinkering with it for some time now. Theme So, I've kinda settled on a thematic for de_lite. Might be similar to what a lot of other maps are but I'm going to try and push uniqueness in other ways. Reference Album Backstory Environmental Terrorist want to put an end to a pipeline refinery that lies near an endangered forest ecosystem. New government contracts to build and expand this facility are met with angry and violent protests. Screens WIP Album Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=632040311
  17. 1 point
    (Art by Thurnip) This overview proves how talented our community is. We share, give feedback and learn from one another. Lots of our members have made it into the game industry and continue to make their mark working for high-profile studios. Our articles were shared around the world and our collaborative CS:GO contest was a huge success. We can only conclude that 2015 was again a stellar year for the Core and we are looking forward to an even better 2016! 2015: Mapcore's Year in Review It was a banner year. Here’s a taste of what our community created: Temple of Utu by Minos Corridor by JonnyPhive Rails by Deh0lise Cold Fusion by Rusk Half-Life 2 Scene by Psy Resort by 'RZL and Yanzl Zoo by Squad and Yanzl Santorini by FMPONE and Dimsane Corridor by RaVaGe Seat by penE Half-Life 2 UE4 Corridor by PogoP Tulip by catfood Volcano by 2d-chris Chilly UE4 Scene by TheOnlyDoubleF Articles High-quality original content: Grand Prize Winner Announced Hurg Smiles Upon You All!
  18. 1 point
    NihiL

    [WIP] de_canaveral

    Thank you very much for your positive words so far! I do hope it gives me a chance to make a great environment visually because it 'plays more into my cards' so to speak, my previous map was run-down and Dust-y and I don't think I can do that as well as I can do stylish clean architecture! The default CT setup I have in mind would have two on A (one for A main, one for balcony), two on B (exhibition hall/outside) and one for the dropdown. Alternatively one B player can double up in dropdown. This is exactly like in de_cbble pretty much. Good point with the sightline from balcony to CT spawn, that needs to be obstructed indeed! Aiming for something like ticket booth to palace on de_mirage probably! Thanks again for the kind words and suggestions, let me know if there's anything else!
  19. 1 point
    Fa GuAn

    [CS:GO] DE_LITE

    Well with all the new assets that have been released as well as your own I cannot wait for this map redesign I loved it in 1.6 and I've only seen one run through so far loved the open sight and new ct routes! Def fan
  20. 1 point
    Alas it seems not, a shame to all concerned
  21. 1 point
    Freaky_Banana

    [WIP] de_canaveral

    I already love the layout (I am currently working on a rather similar one myself concerning A) and I bet the style would make for an awesome visual appeal as well. My only concern looking at the layout, is that B may be T-sided since you will always have the possibility of a pinsirs movement by Ts from control room. You will have to make the entrances rather narrow and easy to defend for the defending CTs (if its intended to have three CTs there that wouldn't be a problem though). Also the map will probably play very rush-heavy, since the CTs do not really get any intell on what is going on before the Ts all blow into the site. To avoid this problem it will be very important that A main is so open that CTs can gain control of the way from connector to lobby with sniper rifles when they push to right beneath the curved glass wall at A. But as I said I love the theme and the layout in general and this is really some very hypothetical nitpicking and these problems are probably easy to avoid. Oh and block the sightline from balcony to CT spawn with something fat on the rocketpad please, so that CTs have a chance to retake from multiple positions. Keep up the great work! Cheers!
  22. 1 point
    leplubodeslapin

    Valve: Future Hardware Plans

    All the prices announced/confirmed : http://blog.htcvive.com/us/2016/02/international-pricing-for-vive-pre-order/ United States : US $799 (without taxes and shipping) Europe : 899 € (without shipping) UK : £ 689.00 (without shipping) Pre-orders should start tomorow
  23. 1 point
    Sjonsson

    Types of material maps?

    When I got into PBS (Physically Based Shading) I thought this vid was great to get a hold of what all the textures are for.
  24. 1 point
    tomm

    Paragon (Epic Games)

    got 3 invites left. @TheOnlyDoubleF do you still want one?
  25. 1 point
    General Vivi

    SUPERHOT

    Def enjoyed the shit outta this shit.
  26. 1 point
    will2k

    de_nuke - A revised optimization system

    A good question requires a good and long explanation answer Thanks The 10 papers that are in my signature are related to Source optimization; on my website, you'll find more than 20 papers/articles related to different aspects of level design/gaming in general that I have been writing since March 2012.
  27. 1 point
    Dosentti

    de_nuke - A revised optimization system

    I'm not sure how it's possible that I have missed your papers! I have been searching for something to read about source level designing. These are great! thanks!
  28. 1 point
    dux

    Counter-Strike: Global Offensive

    FUCK OFF REVOLVER I DON'T WANT YOU
  29. 1 point
    That was a way longer answer than i expected! Thank for explaining! I always thought vvis on fast is so bad, that it's almost like not even calculating the visibility at all. I definitely need to learn more about Source optimization. Gonna read your papers next week!
  30. 1 point
    Logic

    Complex

    A month has passed without any updates and it's time to reveal what's going on. Has the map been scrapped? No, but the map has have been heavily modified and the theme has been changed. I've made enough changes to it so that it doesn't quite feel like de_complex anymore, so the map will be re-released under a different name. So, it's an entirely new map? Not quite. Elements of the old map still remains. Tunnel, A-site and parts of Middle will feel a bit familiar to some, the rest of the map has been built from scratch. Why all the changes? The map as a whole might have worked out ok, but the layout didn't play as I intended. Mid was too hard for CT's to do anything with and was lacking in complexity. The rotation times for CT's was a bit long as well, and I couldn't for the life of me find a solution to the problem without making structures that wouldn't make any sense. Why the change in theme? I never based my map on real life structures and found it hard to make the whole thing look realistic. I could imagine how it would look in the end but also realized that a map filled with tall buildings everywhere would make the map dark and smoke-setups really awkward to pull off. I found a theme that I really loved and changed it in a heartbeat. I'm happy that I made the switch. So, what's next? I will announce the new map once it's ready for playtesting. Until then, have this small sneak peek of the new project. This will be the last update to this thread. Logic out!
  31. 1 point
    tomm

    totally random texture thread

    wrote this little script with my limited coding skills to streamline the process of getting textures into source, vidya although it's very basic it already saves a ton of time.
  32. 1 point
    MaanMan

    MapCore CS:GO Playtesting 4.0

    For next months warm up map I'm looking at adding in a kz section at the end of the maze. If anyone is good at kz and would be willing to help me out it would be great! Message me as soon as possible!
  33. 1 point
    It indeed looks very sexy, and pretty much nailed the arctic research base from the movie! I've been getting back to mapping for my mod again, done this over the weekend:
  34. 1 point
    vstmn

    WIP in WIP, post your level screenshots!

    Making Carentan from COD2 for CSGO. About 80% done. Also making a Headquarters gamemode for the map. My textures are stuck in low setting for whatever reason :/
  35. 1 point
    Vilham

    What's going on with your life?

    Or just, i dunno, stop playing it?
  36. 1 point
    K

    WIP in WIP, post your level screenshots!

    Hi everyone, i'm new here! Something that i'm working for csgo It's a hostage rescue map "cs_leika" Hope you like Ct Spawn: Some foliage models by Thomas 'Hessi' Hess (cypress and ivy models)
  37. 1 point
    Some before-after images to demonstrate the slow but steady progress
  38. 1 point
    Untextued model with a temporary lighting rig of two diffuse bounces of a blue dome and yellow key.
  39. 1 point
    Still working on the Kremlin Clock Tower. Some before and after shots: Before After
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