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Everything posted by Skybex
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No, it wont be in the middle of the sea, but probably not at port either. Although not set in stone, my initial idea is to have it sailing near some nice coastal city with hopefully some nice monuments or mountains. Something like this, but I am still open to ideas so if anyone has good ref images of places I would love to see them.
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I know the challenge of not being change things much because of how interconnected things are when your map is multiple stories, the yacht map I'm making has the same constrictions. I think a railing or something in the middle of that staircase might work out nicely, at the moment the staircase seems unbelievably wide to me. Stairs are quite wide, but not sure I will change them because the spawn point is just above them so I want room for a bunch of players to rush down them. I'll keep it in mind though if it looks strange. Agree'd. It's okay done once, but 2 right next to each other looks weird. I hesitate to say it looks almost lazy considering the rest of the map, and work put into it. Maybe put in a detailed wall their instead? Agreed as well, very lazy on my part, I'll look into a nicer option. I did think about having the slots work, but have no idea how i would even manage that. How to make them recognize that there are 3 of the same type in a row. And here is what I have been doing today. Not entirely sure if I am allowed to use the Midnight Riders, but its easy enough to change if not. Also, anyone have ideas on a name for the boat (or names for places like the casino/arcade/bar) Bonus points for something that manages to sneak Hurg in
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Took a bit longer this time round as i was fighting with the casino. Its not an easy space to work with because I cant move the ceiling or floors, as well casinos are generally very open. But here is what i have been doing. The image is a bit brighter than how it is ingame And from the players perspective I haven't worked on blocking the players path yet so although it looks like you can get all around the casino, you cant. And since someone mentioned minigames, I made a working pool table The mesh is a modified l4d asset Currently working on a Hockey table which will also be playable. Still working on the texture.
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Slow on an update this time. Was spending time doing some meshes for the casino. Here is the jackpot. Not finished yet but I wanted a break from max and to get back into hammer so it will do for now. And some of the other casino assets. Slot machine will eventually have more textures, but they take a while to make. And Guma, not sure what I will do with the assets, probably just release them right away.
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This looks lovely, but it does indeed look narrow. Might it work as an arms race map?
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Played this quite a bit in the tests, felt very unique and had a nice style. Glad to see you release it. And great feedback onebit
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Not so much the old ways, just probably not the best method to learn from when there are more intuitave tools out there now. Not really a tutorial, but it explains how to do it on the wiki. https://developer.valvesoftware.com/wiki/Point_devshot_camera Worked some more on the upper hostage room, those curtains took a lot longer to make than I thought they would. Also had to move the devshot camera slightly as the curtains was obscuring a bit of it. Some more new images in the albums. http://skybex.imgur.com/ And did the rest of the railings.
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I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things. Yes it does, so I name the devshot map 1mapname so it is the first map to be loaded, I then have keys bound to bot_kick, cl_drawhud 1 and cl_drawhud 0. I then run the devshot compile, and when the map loads I kick bots so a nav mesh doesn't try to generate. It will then cycle through a few shots but then the round will start and display the hud partially. So I then have to enable the hud fully then disable it again (for some reason just disabling it doesn't work) There is also 3 cameras that will give unusable shots, one will have the team selection screen and two others will have the black and white round start effect so I had to add 3 dummy cameras to take these shots. Also did a table and chair set.
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I don't think i have seen a big cruise liner without a court, they are quite commonplace. Here is the ref image i am using for this section http://i.imgur.com/SHJ3cuu.png A pool for sure is going in, about half the top deck of the boat I am using as reference is a pool. Also I have good ideas for the skybox and FMP, the map will have some interesting shapes, but not sure it will have something quite as grand as workouts giant dome roof thing. Been working on the shell of the map, not sure its so nice to look at in pics, but important work none the less. Some closer screens of the railings I have added. Made by doing a smaller modular piece, then bringing in the brushwork to max and placing them where needed, using the bend tool for all the curved stuff. http://i.imgur.com/ljQ23qy.png http://i.imgur.com/5pgMBhh.png Also got rid of the horrible skybox and replaced with the one from de_bagra, not sure who made it. Messed with the lighting (looks a lot nicer when playing, as the dev cameras don't wait for HDR to adjust before taking a screenshot) and evened out the saturation levels Also added more images to the albums. http://skybex.imgur.com/
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That paint over image is actually in the boat i am using as reference, but on the other side of the map. The current screens are from the CT spawn who start here http://i.imgur.com/SHJ3cuu.png . The part you pasted in will be the T spawn the other side http://i.imgur.com/k8zOGn8.png And yes the saturation levels are way off right now. It will get more work once I bother to remove workouts light, it had a crazy bright light because the dome roof dimmed a lot of it. And agreed on the skybox, current one is awful.
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You make good points FMP, I gave the purple and turquoise scheme a look, not enough in the map to currently come to a definitive choice but it will definitely work if i decide to go ahead with it. Here is the result of the test using this as a palette One thing is certain though when comparing http://i.imgur.com/0B5amMT.jpgwith http://i.imgur.com/Wj1o4Py.jpg a darker and more saturated brown wood tone is a lot better.
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I know! Hes already set the bar so high that I am not sure i can compete. And it does have some similarities with workout at first glance, but I don't want to do a copy of the same map. So will purposely be avoiding the white/blue tones with orange contrast. Still doing tests but I think i will use one of these colour palettes. Mocha tones with either a red or green contrasting colour In my tests I am really liking the red one, but it runs the risk of being a bit too oppressive and not at all friendly. But i will see how it goes. The map will also be more of a mess than workout, thousands of panicked people trying to run away causing a lot of chaos in their path. edit* A test of the court
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@Guma, I'll do the same as nuke with different materials. @Demolitions, the jackpot is a luxury car
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Will post the layout when i am able, its not possible right now to just take an overview due to the map being on 3 floors. The upper floors obscure the lower ones. Also I set up the albums like that so when I add more images, you can scroll through them all from the same camera position.
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Hello guys, this is the map I am currently working on and I thought that instead of waiting until the map is near complete before posting, I will post right from the dev block stages and keep a record of how the map progresses from the first stages. My idea is to update as much as possible in a blog type fashion so that once its complete, it should be good to look back on it and see the progress. All images have been taken using dev shot cameras so once it’s done there will be a nice time-lapse. The map takes place on a cruise ship that is influenced by the Royal Caribbean’s Freedom class cruise ships, but of course adjustments have been made to make the map properly playable. http://images.cruisemates.com/cruise-ships/6/6/7/libertydecks025.jpg http://www.tamiboehmer.com/wordpress/wp-content/uploads/2013/06/Thriver-Cruise.jpg http://images.photo1.walgreens.com/232323232%7Ffp43883%3Enu%3D323%3B%3E8%3B7%3E682%3EWSNRCG%3D394573%3A87%3A326nu0mrj http://farm3.static.flickr.com/2623/4172453465_7486121971_z.jpg I always wanted to make a map that took place on different floors, kind of like vertigo or nuke, and considering I also wanted to make a cruise ship map, it seemed like a good combination. I’ve been working on the layout for quite a while now, and having it tested privately as well as on Mapcore, and am happy with the layout and how it plays. So I thought I would start this thread now as I will push forward to complete the map. I will keep an imgur album of all the dev shots and its progress here (12 cameras in total) http://skybex.imgur.com/ And here are some shots for anyone that doesn’t want to look at the album Will post an overview as soon as I can, because the map takes place on 3 floors, the upper levels block the lower ones in the overview so need to wait til I do a proper one
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A lot of people have been asking for the release of the cs_workout assets, so I thought I would put everything I have together and release them. The map vmf's are also included in the download for learning purposes. cs_workout https://drive.google.com/file/d/0BwJmd9ZLgPadbWhNdjFkRHR0R2s/view?usp=drivesdk&resourcekey=0-alSD2tYQolrWyMl09p0fAQ de_bazaar https://drive.google.com/file/d/0BwJmd9ZLgPadblZtRkJYRXRSbXc/view?usp=drivesdk&resourcekey=0-DDUoRkNepVLwRz-hLahDdw de_chinatown https://drive.google.com/file/d/0BwJmd9ZLgPadRzhrQ0M2Z253bzg/view?usp=drivesdk&resourcekey=0-KFSBD3q7UARkTavO_GfgEQ And some images for anyone that isn't familiar with the maps. http://www.skybex.com/images2/workout_assets.jpg http://www.skybex.com/images2/bazaar_assets.jpg http://www.skybex.com/images2/chinatown_assets.jpg
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A bit late to the party, but congrats to the others that were chosen. I am sure they are just there for storage Could be hurg put them there. And that fence was put there like that on purpose *ahem*
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CompilePal has completely replaced hammer compiling for me since I found the tool in the other thread simply because my computer can still be used while compiling. Any chance of having a manual pack tool included? I guess it's because you are doing a fill compile. The next step is PortalFlow which can take hours on fully optimised maps and just wont finish if your map isn't optimised. Use fast vvis until its optimised properly
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Gave this a go and seems an excellent tool to use. Doesn't freeze my computer like compiling in hammer. Had a few issues though. One was the log doesn't update until an entire line is complete, so when portal flow is compiling for example, I cant see the progress. It will only display once its fully done. On Pakistan this part takes hours so would like immediate feedback like in the hammer compiler Another issue was that if I cancel a compile during vvis, there is a good chance that when I recompile without closing compile pal, vvis wont work anymore and the compile will get stuck.
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Sorry for late reply, been away for a bit. Thanks for posting all the bugs, I'll get a new version out soonish with them all fixed. @Moroes, I will attempt to make the kids section fit more, probably the weakest area theme wise in the map but easy to solve.
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I looked into some solutions suggested about that Puddy, your one and a few others. Problem is because the court is an instance, combined with the roof in the same instance, making even small adjustments to anything that effects the sides of the court would literally require adjusting large parts of the rest of the map. For example making the seats higher so its obviously inaccessible would require the roof to be slightly higher, making me have to edit all the exterior walls where the dome roof touches. So although I am aware the current implementation of it isn't perfect, I decided to keep it as it is for the first release.
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Hey guys, most of you have probably already seen the the map in the tests. I finally decided to release a version on the workshop (with its shiny new name) You can view the workshop page here Any comments or crits are more than welcome.
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I agree with Baboon JP, Map was solid, just the fog and post made some long distance fights harder than it should be. I look forward to seeing the map progress. And ill have a look into your's and Puddy's comments about workout and see what I can do.
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Air balloon already moves, the wheel also rotates. and yeah the buildings right now are just cubes, will work properly on them at some point. And not getting into the seating area, when testing there wasn't really any issue. It read right away that you couldn't get there and I don't think I even saw anyone trying after the warmup. I'll keep an eye on it in further testing though.
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The skybox and tiles were indeed too noisy, especially in the more open area where a lot is going on. so have simplified it a little. Tiles are now a plain colour and the skybox has been pulled a lot further back. Here are some images of how things look now taken from similar angles as before. The difference in brightness is due to the HDR Closer image of the new tiles. Better shot of the 3d sky
