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Posts posted by esspho

  1. 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.

  2. 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


  3. 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?

  4. 3 hours ago, text_fish said:

    I'm sure there's some sort of simple explanation, but it's alluding me. Anybody had this problem before? Please tell me I've just accidentally turned on a weird setting that I never knew about? 🤔

    I'm using the transform tool in Hammer to try and rotate brushes and for some reason it rotates the brush in all axis' rather than just the selected axis. It's not the end of the world, but it's quite annoying whilst I'm just trying to block out a quick test layout. 

    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.

  5. 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.



    After reading your OP again I think you allready have made the different skins. So radix's method would be preferable, I guess

  6. 1 hour ago, Squad said:

    You're welcome! What are you talking about though? 😜

    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 😌.

    10 hours ago, blackdog said:

    OT: you seen the tv show, how is it?

    Unfortunately, I haven't yet.

  7. 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?):









    You can check out the map here:





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