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Everything posted by esspho

  1. This website is great for generating heightmaps from real world terrain: https://tangrams.github.io/heightmapper/
  2. making some materials for a cs map
  3. 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.
  4. You could use a "logic_auto" with the output "OnMultiNewRound".
  5. 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.
  6. 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
  7. Amazing demo! People are allready speedrunning. Current worldrecord is under 3 minutes!
  8. The site looks neat and clean but I would loose the hovering noise. Also why link to empty changelogs?
  9. 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.
  10. esspho

    [Wingman] Turnpike

    Awesome map across the board. As a Stehen King fan I appreciate the Castle Rock easter egg.
  11. 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
  12. 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.
  13. Good job! We've had a little bit of discussion in this thread
  14. In my experience the (packed) radar doesn't show on the first time loading the map. If you load the map again, it's mostly fine. I would like to know, too.
  15. It looks like you didn't smoothshade the individual parts before joining them together. They should look like this
  16. You shouldn't have to. Can you post a screenshot of your physics model in blender?
  17. This is insanely easy. Thanks for sharing!
  18. A small update: I've tried to implement the latest feedback and cut the small room behind the bombsite. I also removed one entrance to the bombsite and enlarged the plant area a little bit. To make the outside part more interesting i added some cover along the ramp. I also added some placeholder props here and there. Here are some slides which show the main changes: hallway 1 hallway 2 ramp park Workshop version a6: https://steamcommunity.com/sharedfiles/filedetails/?id=1550287396 I'm always thankfull for any feedback. Cheers!
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