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Everything posted by Skybex
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Yeah I have already spoke to rzl about getting it tested, but I keep doing things to break the build so haven't managed to send him a testable build yet. Expect to see it very soon. Also I did some tests with the tiles and there was very little difference between all the versions. I think some of the problem might be because they look too much like kitchen floor tiles so I decided to replace them entirely for a new texture.
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Might be the grout as text_fish mentions as the tile textures are the same size as most of the stock ones. Is it just the black and white tiles that look off or do the pool ones also look off? I will reduce the grout thickness on them as a test and post comparison shots
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Thanks for the comments guys. @Pampers. Where exactly do you feel the textures are overscaled? Nothing looks off to me. @El_Exodus. Stadium was the first name I went for, but since its not really a stadium I changed it. Will probably return to that name though as although its not entirely accurate, its far better than cs_sportscentre
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Hi guys. Started working on this after me and rzl got bagra released. Its a fairly large hostage rescue map with the hostages quite spread out so you cant camp the one spot and guard them all. It functions a bit more like a de_map where you have to protect the 2 sites so you need to be aware of what's going on with your team mates. Also looking for suggestions on what to call the map. cs_sportscentre is too long a name to use. T spawn CT spawn Will get an overview soon, the roof and stadium part causes havoc with taking an overview screenshot so will probably have to manually paint most of it.
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Personally I think you need to decide if you want the map to be more comp focused or not. What I mean is, it seems like you are trying to retain the very tested elements and strict sight lines for gameplay from the earlier version while trying to making it visually appealing, and because of that, both areas are suffering. I had a run around it last night and the had I not read previously what the theme was supposed to be, I wouldn't have picked up on it. So I think you should decide if you want this version to still be a comp map, or keep the old one for comp players and then go all out with the visual theme on a new version.
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Workshop build finally up http://steamcommunity.com/sharedfiles/filedetails/?id=225151817 Comments/crits/suggestions as always is welcome And 5€?? Last time I was harassed by one of them it was 1€
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Hey RZL, can I book a slot for tomorrows test for Pakistan please.
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Is paypal the only way to contribute?
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I just hope that Source2 has an in editor model/texture importer and sticks with using BSP. Also there isn't anything in that image that couldn't be done in the current CSGO engine, it just wouldn't run very well. Still, I'm really happy if this is true.
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Thanks for the kind words guys. Download link can be found here. Build is still WIP so its not a workshop version but direct download. And the Minaret probably wont play the Azan Spherix, the mosque used here is a dilapidated one so no one prays there. And I have no idea what the connection between Pakistan and roses are Ravage
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Sorry RZL, its at the last moment, but maybe I can sneak Pakistan in for tonight's test? If not then the next available slot will be fine. http://www.skybex.com/images2/de_pakistan_b1.rar
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I got that thing in the screenshot, but not always. depended on the angle I looked at the wall. All max settings except aa at x4, tex filtering x4. Multicore on, vsync and motion blur off. 1600 x 900 windowed mode
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Hi guys, been working on this on and off since finishing up Chinatown and its now at a stage where I can show it off and get some comments/crits and for people to post playtest feedback. The map aims to be a more traditional Counterstrike map, both competitively and publicly viable. Good for a 5v5 match up but also fun with much more unorganised players. It also attempts to emulate some of the play styles of cs1.6 with wallbanging being an option throughout the map as well as newer CSGO tactics like sky smoking/flashing.
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Download link for the map http://www.skybex.com/images2/de_pakistan_alpha33.rar
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Yeah its like this for me as well, I don't think CSGO's Hammer has ever supported shaded, you just need to use textured.
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Hey, can I get a testing slot for Thursday?
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http://www.human-anatomy-for-artist.com/
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Go Mapcore! Congrats guys
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Recommendations for a good Beginner tutorial into 3DSMAX and 2D texturing?
Skybex replied to FMPONE's topic in Level Design
3D Motive also looks like a good option. I have only watched a couple of their videos so can't say for certain how helpful they will be to you. But might be worth a look https://www.3dmotive.com/library_guest -
Can I get a slot for Thurs as well to test the new Coldshell?
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I used instances a lot with my recent csgo map, It comes with its fair share of both pros and cons depending on how you use them. I used them for entire buildings as well as small lamps and building signs. For things like lamps/lights there is no real downside. They are excellent for throwing in as an instance, and if later your environment light changes, its a simple edit to have everything map wide to change with it, also good for things like light glows/sprites being too bright when changing the bloom on HDR. Works out as such a huge time saver and helps unify a lot of things. And probably even more so on a company wide project. For buildings, I like using them because I prefer working on large structures in isolation so I don't get side tracked with other parts of the level. They are also useful in source if you have buildings that doesn't sit on the 90 degree grid. So you can make it in an instance on the grid, but then rotate the instance in the main map so its off the grid. any changes you need to do can then be done in the clean instance file. The problems mostly kick in later when you are trying to do a proper skybox or using hint brushes and area portals for optimisation. You can either connect portals/hints in the main map with the instanced geometry, or add them in the instance with the building you are optimising. Both methods feel like a very messy way to work. Also vis groups don't work with instances. If you click on the group to hide all props for example, it will only hide ones in the main map file. Anything inside an instance will stay making things a little more awkward. This was all done in a multi player setting so I didn't have need to instance any single player elements, but I imagine this is where they will become most valuable.
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Ruins The map was quite fun, had good approaches and clear choke points. But I thought quite a few minor things combined really let the map down. The darkness of the map combined with green CT skins made it quite hard to detect enemies, and I don't know how many times I was shooting at a plant or barrel. Also both of the sites seem to have so many tiny areas to to hide in, and some are opposite each other, so you look at one and get shot from the other. And although it didn't happen in the test, I feel that a competent AWPer could alone hold down the open bomb site. When looking at the overview in the WIP thread I also thought there would be too many routes into each site, but while playing I didn't feel that at all Bermuda First time I have seen anything about this map. I am liking the direction of the visuals. I feel I cant comment too heavily on this because even after 2 rounds in the test, I don't feel I know the map well enough to say a lot. But I did feel that the sites needed some more cover. Not stuff to camp behind but just small places you can try and put between you and an enemy in a firefight, or to duck into for a reload
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Another update on the map. Progress slowed a little due to work but now here is some of the latest screens and a version on the workshop. As you can see I decided against the darker light, made the map look a lot worse than it really was. The new lighting in csgo just cant really be ignored or your making the map look worse for the sake of being different. Also made a whole bunch of changes based on the Mapcore tests so now the gameplay is a lot more solid and the map quite balanced. Still a lot more work to do, but I am quite happy how its progressing Visit the Map on the workshop here Votes are much appreciated. And more images on the workshop.
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http://steamcommunity.com/groups/MapCorePT
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Announcing a test for Thursday 30th May. I believe there are 2 map slots open for the test so make sure to post if you want your map in the test.
