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Everything posted by esspho

  1. I teamed up with @Squinky and together we made some progress on this one. The map is still WIP and missing some parts here and there but it has improved quite a bit since the last update. WORKSHOP Any feedback is highly appreciated.
  2. @Squad Thank you for your expert insights. You also gave me lots of inspiration when we talked about the radio tower idea some years ago. I sure will take your kind offer to share your knowledge. @blackdog Excelent! I haven't played these games. Thanks a lot for the hint. So with this kind of reasurance I'm confident to stick with the anchors as bombtargets. I'll try and see if I can make the tower collapse in convincing way. Accentuating the wind should also be a good idea. On other notes there has been another playtest yesterday. Here is the gathered feedback from that and from this thread so far. This should keep me busy for a bit
  3. Try using "\" instead of "/". Also what's going on in the second screenshot?
  4. After a moderator has moved this thread where it belongs, you should post the content of your qc-file.
  5. hey mike, thank you for taking the time to check out the map. It's all great feedback and gives me a lot to think about. I'm a little hesistant to loose the anchors tbh, since thats the one core idea behind the hole setup. Hopefully I can make it more convincing (like actually making the tower tilt or something). Maybe @Squad who actually worked on towers like these in the past can give some advise?
  6. Workshop version a2 https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 In this update I tryed to adress the feedback from the last playtest which looked like this. Basicly I've cut on of the entrances to B (left bombsite) and added a wall at A (right bombsite). Here is a comparison. I also added basic detail to get some individual areas into the map. CT spawn T spawn Mid Bombsite A Bombsite B T route to A (sweatshop) T route to B (corridor with junk furniture) Radar I'm gonna schedule another playtest soon. If you have any kind of feedback please let me know. Have a nice day.
  7. esspho


    Oh yeah, I remember that anvil. That's a great tutorial series.
  8. esspho


    I've played around with 2.8 for about an hour now and switched back to the 2.7x input scheme. I wonder if many others do the same out of convenience.
  9. esspho


    Here is a nice overview of uv unwrapping methods that helped me learning the ropes. I'm not sure if it applies to 2.80, though. https://anothertutorial.wordpress.com/2015/07/22/maylees-tips-and-tricks-for-a-better-uving-in-blender/ I'm really excited to try out version 2.80 but i'll wait for the official release.
  10. Here is a link to the workshop and some screenshots. https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033 bombsite A bombsite B middle t spawn ct spawn Let me know, if you got any kind of feedback.
  11. Here is the current radar, heighly wip of course.
  12. For the contest I'm trying to implement an older idea of mine: Terroristst are trying to bring down a radiotower by destroying one of it's two anchors. Beforehand they allready blew up the third one. The setting and layout is completely new though. It's all taking place on a set of adjoining rooftops in a dense urban context. Let's see how exotic I can make this.
  13. Here is some quick feedback after a bot match. what I like: - the bridge at B site what could be improved: - more than 1 one-way-drop is propably too much. it's a little annoying to run into the deadend near ct spawn. a boost would be great here - there is a 64 unit high cover on B site. make it either lower or higher avoid unfair headpeaks. 48/56 or 80/96 units works well. - that vent needs some light - overall the map feels a bit corridor heavy. maybe it would help to partially lower the surroundings. nice work so far. keep it up
  14. esspho

    Plz Help

    i never had this one before but there seams to be a solution described here: https://steamcommunity.com/app/211/discussions/0/1470841715942586135/ be sure to save a copy of your vmf before opening it with a text editor.
  15. Hey, welcome. Every Command behind a Compiler program needs to have a "-" directly infront of it. You forgot a "-" right where your cursor is in the last Screenshot.
  16. Take some time to look for real world references that you like. Try to find some contrasting subthemes that fit your overall theme. For example an urban setting could have a storefront, a backalley and a parking lot. Then take your map overview and scribble in those areas. If you like how everything comes together start working off of your references. What theme do you have in mind for your map?
  17. This happened to me a few weeks ago. Very annoying indeed. Eventually it went away but i have no idea how and why. If you haven't allready you could try verifying the game's and tool's files.
  18. looks cool. what's it gonna be?
  19. This website is great for generating heightmaps from real world terrain: https://tangrams.github.io/heightmapper/
  20. making some materials for a cs map
  21. I'm not sure if the spelling is intended but it would have to be "unser" without the last "e". It's still weird though.
  22. You could use a "logic_auto" with the output "OnMultiNewRound".
  23. esspho

    [CS:GO] aim_crossroad

    Welcome @SmityHead, without an overview it's hard to judge a counterstrike map at all. So it's good practice to make a basic radar early on.
  24. Hi! To do this, you would have to make an animated material (a vtf with multiple frames / the changing numbers on the clock). In the corresponding vmt (aka material script) you would set a "material proxie" named "AnimatedTexture". The animation itself would be triggered by an "env_texturetoggle" entity. You could then trigger that entity every 60 seconds. I hope that helps. edit: After reading your OP again I think you allready have made the different skins. So radix's method would be preferable, I guess
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