gav reacted to will2k in Exotic Places CS:GO Mapping Contest 2019
This is a good time to remind newcomers to mapcore and/or CSGO level design about @jackophant's thread from the 2015 and 2017 versions of this contest.
It has quite the info and links to have a smooth sailing in this contest (veterans can use it as a refresher too )
Good luck everyone!
gav reacted to Yanzl in Yanzl's Source Emporium
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map.
Assets from Thrill. Includes a zoo map.
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
Requires you to make overview image, playable area and spawn/plant zone masks.
Sun color calculator
A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
If you have any questions, ask away!
gav got a reaction from That50'sGuy in MapCore CS:GO Playtesting 5.0
Hey Guys I have submitted a form for a playtest . 22 Sept . I think that is Friday Night * I would struggle to to be able to play at any of the times in the near future due to my time zone . so I am asking the good people of Mapcore to accept my apologies for my being absent .
SORRY MY BAD. I have had a goldfish moment . Please schedule for next available time .
gav reacted to catfood in [CSGO] de_ruby
Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop!
The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having:
~100 custom models
~60 custom materials
~100 custom sounds
All based on the Portuguese city.
The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level.
There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake!
Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development.
And please let me know what you guys think of the end result!
gav reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark
fewseb - nothing is final, just not got any other ideas at to what can be added to the sites. A better story would be good - just can't think of any!
RZL - Thanks for the detailed feedback, much appreciated. I will deal with those issues when I next do a pass on that area. Hopefully can get some replacement textures for the storm drain areas. Regarding sending a map - working on trying to get it playable - at the moment, the map currently has every source mappers favourite issue - max_tex_infos, and max_brushes limit. Should be fixed pretty soon though - will let you know!
Got a replacement mesh for the old blockout van. A before and after shot. Other stock vehicles also being replaced with rv's and a VW Van.
gav reacted to The Horse Strangler in [VR] From Other Suns
Hey guys, been working on this over at gunfire games for a while and we recently released it last year in november. (#recently)
We're now allowed to post stuff about it, so I thought it be cool to do a little art dump on it. I didn't specifically make any assets for this game, but did a lot of level design, art passing, lighting, and general composition. FOS is a game shipped on the Oculus, and was my first serious VR title. It was certainly a challenge working with considerably lower budgets (our target frame time is under 9ms I believe per eye).
FOS is a hybrid rogue like with fps and loot based mechanics. It sees you piloting a ship across the galaxy, and running into random threats and encounters, including being able to board other ships that all are randomly generated and unique. As a result our job was to make a lot of puzzle piece type sections that could fit together, and seem continuous and whole.
gav reacted to will2k in WIP in WIP, post your level screenshots!
This is awesome to hear
I believe CryEngine tools lets you build your own game without being attached to Crysis.
How about you turn it into a full blown island where you have to raid a terrorist/drug dealer/separatist/etc camp, rescue some hostages, then blow the shit out of the camp before returning to your extraction boat and gloriously sail to the sunset . Profit?