Nerve
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Everything posted by Nerve
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Yeah, I'd be more excited if Tom Cruise wasn't in it...
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Didn't realise there were tutorial/example maps included with the SDK, I'll have a look when I get home. Cheers
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It does? Which ones?
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You should definitely watch it though, it was way better than I expected. Plus, Teresa Palmer is hot.
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Pretty sure it came out at the start of the year
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This is surprisingly good, worth a watch.
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Thanks, as long as it's clear to see brushes and scales then I'll be happy. I'm only really doing it to see other peoples brush work and the scales they use.
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So I tried to decompile a couple of maps but opened up the VMF files in Hammer and there were errors/triggers everywhere, I couldn't see anything. It scared me (and it was 2 am) so I closed it. I'm guessing this is because of missing textures and stuff? Are there any quick ways to make these decompiled maps 'friendly' so I can look at them properly?
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I hope this is as awesome as it looks!
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Right, BSPSource should be fine then. I just wasn't sure if there were decompilers that were considered better than others. Cheers
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I don't feel like my first map is coming together properly, so I'm wanting to decompile some CS:GO maps to get an idea how other designers are building their levels (brushes, scales etc). I've looked here: https://developer.valvesoftware.com/wiki/Decompiling_Maps#Getting_Dirty and read about BSPSource, but I can't see any mention of CS:GO support on their site (maybe I'm being blind.) What tools do you use for decompiling CS:GO maps? Help appreciated as always.
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Thanks Puddy, I'll bear that in mind
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Another cringe cut: http://www.youtube.com/watch?v=KL4hrg49oTg
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Been doing a bit more work on de_laboratory. This is bombsite B, the door at the top leads back to the main hallway, the lower door leads to underground tunnels for easy rotation and the door on the right is a path from CT spawn.
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I know this is scrub stuff compared to you guys, but it's the first ever map I've started work on after getting to grips with the fundamentals of Hammer. A laboratory themed map, this will be the main hallway/choke point in the centre. (Ignore the lighting, temporary at the moment so I can launch in-game to test)
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How's the test build coming along?
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...aaaand I'm fired.
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Thanks for the replies guys. I might just block out the layout I had in mind then and not worry about any custom assets/textures to start with. Just to try and create something fun that's well optimised. @PaulH - Airport was sexy! The multiplayer maps in the beta were the reason I bought Crysis 3, so much fun and they were gorgeous - awesome work.
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I've been using Hammer every night for about 2 weeks now, I've tried to get 2-3 hours or more in. I feel pretty comfortable with the basic fundamentals and tools and have been reading lots of level design theory in my spare time. I think I could box my layout quite well-ish but when I get to the art side of things I'd be stuck so I guess it's pointless really. Maybe it's something I should come back to in the future when I'm more experienced and have the chance of working with an artist. I'm thinking I should stick to basics and work on a layout using textures and assets included with the SDK (cs_italy themed or something), just to get a feel for everything.
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As a beginner I'm curious to see what you guys were making when you first started out. I have an idea for a map I'd like to start boxing out, but I'm not sure if it's too ambitious as a beginner as it would require a lot of custom assets - which I have zero experience with - so I'm thinking I should stick to a theme that matches the textures/assets already included with the CS:GO SDK. What was your first ever map or some of the very first work you produced? If you have pictures, even better!
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I actually think the boxart looks good ...minus the masterchief helmet.
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I was thinking about trying to make something similar for my first map, but you've beaten me to it! This looks awesome MaK, I'll definitely be there for the playtest. I'm excited to see it finished, gonna follow this