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captain0terror

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  1. Finally playing this! This is one of the best italy ports i've seen, and i'm not really a fan of italy themed maps =) Likes: -LOVE the layout and vertical combat -Extraordinary high amount of detail! -superb job on an original/creative italy theme -very pretty lighting and generally, a very pretty map -Fun gameplay!(i played as ct only) Dislikes: None really Room for improvement: -use smoothing groups to make some of the simpler structures, like this tower i'm pointing look better and alias those edges(don't know if i'm using the right term). - fps is shady in a couple places for me. my rig is old(2.26 core 2 duo), but still, maybe some optimization is in order, e.g., skybox optimization, prop fading, areaportals, hints, etc. - some structures are overly simplistic and could do with chamfering/bevel/trims, but if you are already experinceing any fps trouble, i know it would be tough to add more stuff. - some structures are a little blocky, but no big deal! - clippng: use triangular clips on stairs so it's "smoother" when you walk up them, and this should also help your navmesh creation, and hopefully shorten your vvis/vrad times. NOTE: FYI, i'm a former gs mapper with not a lot of experience with source and go mapping, so please take that into account with my n00bish comments =) Anyway i really enjoyed playing this map briefly, i wish you good luck completing it! =P
  2. thanks! and ya i just read that about planet phillip too, i hope he decides to put the site back up!
  3. oh shi... but whence may we download?
  4. This looks amazing can't wait to try it! =)
  5. This looks amazing trempler, downloading! your link is 404 btw, getting it of gamebanana
  6. More Images This map is the product of the combined work of 8 TWHL members, started in the Team Mapping thread. Team Mappers Captain Terran Archie Ninja Defuse Urby The_©striker Hotdog Tetsu0 Blitzkrieg More To Come - embed radar in bsp next version(thanks Arch) - improve look of radar overview - fix some broken/stretched textures - improve fps performance - update Navigation Mesh - Multiple camera previews via point_viewcontorl - layout changes possibly after testing - Sewer Section(cancelled) - new name (lol) - different gametypes(as, de, etc) - ??? Done Recently - reshot screenies with AA on - hdr/ldr final compile - lowered some fade distance for interior props Thank-you for playing! Team.Twhl
  7. DE_747 - CS:S Bomb Defusal map for TWHL Competiton 32, Re-Invent a CS Classic. More Images GameBanana Download Objective CTs must try to save TWHL Flight 32 and the nearby fuel depot from destruction! Credits Everything is Valve afaik, besides a handful of textures. THANKS TWHL Cfoust, for Propper and good support in forums. The Mighty Atom, for HLLP and some help beta testing. Archie, for always answering my questions. =) Notes Most doors and windows on the plane and terminal are breakable. Originally, this was supposed to be a hostage rescue map, but i had a really hard time getting the hosties to follow me through the plane. SO i took up a TWHL member's suggestion to make it a bomb defusal map, instead of trying to figure out the navigation mesh. The plane is more or less a complete 747-400, with some obvious liberties taken like the air stairs in the back and some other things. All the seats and galleys are placed right where they would be on the real plane. (I DID take out a few rows of seats here and there, to allow better player movility) This is not the newest version of the map(i probably have at least 6-7 "imporved" revisons), but this was the last one I was able to compile with playable fps, despite all my efforts at optimization. I will do my best to release a newer version with the updates and playbable fps, but compiling is quite cagey at this stage, and i'm not promising anything. This will probably be my last cs:s map now that cs:go is coming out.
  8. I use 3dsmax and i've tried UDK, but Hammer seems the easiest to me to learn and use. I suppose the more you use something the more comfortable you become, and every sort of editor will have it's own unique advantages.
  9. Wow there are many good tips in here, but you are bound not to absorb most of them until you learn by example actually doing stuff. I would recommend re-reading this thread a few more times during your first couple of weeks mapping and try your best to try all the shortcuts and tips listed in the thread. In particular, the "ctrl+S" to autosave... (also, i would recommend setting up your autosave option to save frequently, and log more versions of the map than the default is set to (i use 5-minute saves and log 50 iterations of the map, and i also do a manual save of the vmf and logfile every hour or so of editing time) Sure hammer is old, but afaik, it's the easiest way on the planet to quickly and easily prototype your 3D world ideas, and has to be the most user-friendly interface out there.
  10. whoa that looks really neat though i don't know anything about UT3 mapping! Reminds me of Mustafar from the the Star Wars prequel a bit. = )
  11. MORE SCREENS *** INTRO I decided to make this map for counter-strike: source after watching my friends play COD BLOPS on 360. It's made almost entirely from google images, since I DO NOT own the game myself(I DID play it during the free BLOPS weekend preview on steam recently!). =P I realize remaking an existing game is frowned upon at best, but i have go map where my inspiration takes me, unfortunately. If nothing else, this was an AMAZING learning experience in my introduction/transition to Source mapping. The map is set up as an AIM, with AKs on the T side and Colts on the CT side, and would probably be most fun played as CSSTDM, but i'm willing to port to whatever. Also included is an HL2DM version of the map. It's pretty much a straight port from the css map, and consequently, it needs LOTS of work. Thanks for checking this out! = ) CT DIRECT DOWNLOAD FULL README (best viewed in notepad) *** THANKS! valvE for making so easy for us to mod their games! Original BLOPS designers and Score by Sean Murray Models from Garry's mod Mapping sites: Interlopers, TWHL, Cstrike Planet, Waffle tutorials, and more! Full credits in the readme. *** NOTE If you'd like to put this map on a server, i'm willing to make ANY CHANGES to the map to suit your needs, and/or PORT to whatever gametype you would like. *** CONTACT Gmail: captain0terror@gmail.com Steam: captain0terror@gmail.com Send PM ***
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