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Everything posted by esspho

  1. 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.
  2. Here is the current radar, heighly wip of course.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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?
  8. 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.
  9. looks cool. what's it gonna be?
  10. This website is great for generating heightmaps from real world terrain: https://tangrams.github.io/heightmapper/
  11. making some materials for a cs map
  12. 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.
  13. You could use a "logic_auto" with the output "OnMultiNewRound".
  14. 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.
  15. 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
  16. Amazing demo! People are allready speedrunning. Current worldrecord is under 3 minutes!
  17. The site looks neat and clean but I would loose the hovering noise. Also why link to empty changelogs?
  18. esspho

    [Wingman] Turnpike

    The roadmap on the lower floor states the location to be near the Town of Castle Rock, which is a reacuring theme in King's Storys. Maybe I just misinterpreted something. Anyway it's a nice touch . Unfortunately, I haven't yet.
  19. esspho

    [Wingman] Turnpike

    Awesome map across the board. As a Stehen King fan I appreciate the Castle Rock easter egg.
  20. update time Progress is going slow but steady. The map is still far from completion but I feel everything is in place now. I think I made most of the the props that I need and I also started to create custom materials. I'll focus on texturing and lighting next. Please note that nothing is final in that regard. Layoutwise there has been one alteration in the ramp area. I opened a sidepath leading through a vent into the bombsite. This way the outside area gets a little more important. Here are some side by side comparison shoots since the last version (any possibility for embedding those directly?): https://imgsli.com/MjQ0OQ https://imgsli.com/MjQ1MA https://imgsli.com/MjQ1MQ https://imgsli.com/MjQ1Mg https://imgsli.com/MjQ1NA https://imgsli.com/MjQ1NQ https://imgsli.com/MjQ1Ng You can check out the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1473030310
  21. esspho


    Really nice looking! But the red door and stairs in the 8th screenshot look a little weird. Irl the door would propably be mirrored and the railing just at the end makes little sense. Good job, both of you.
  22. Good job! We've had a little bit of discussion in this thread
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