Nerve
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Posts posted by Nerve
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counter-strike global offensive/sdk_content/maps
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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cs:go does come w/valve created example map('s)
It does? Which ones?
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so it's out already ?
Pretty sure it came out at the start of the year

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Uncheck some Visgroups auto, on the right of the hammer window. For example, you can uncheck hints, areaportals, visclusters, playerclips ...
About the missing content, you have to extract it in your own csgo directory with a packing software (like pakrat for example, that is used to pack your custom content in the bsp), but it's complicated because you have to respect the same paths. So you probably won't really need to see the custom content.
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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A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...
Right, BSPSource should be fine then. I just wasn't sure if there were decompilers that were considered better than others.
Cheers

This is correct. The real trick is changing the decompiled maps somewhat and adding 2k to the name and then re-releasing them!


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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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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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Sticking to basics would be setting everything up using dev textures only and no real assets. Doesn't mean you can't get across an idea of the final theme though, but does mean you don't have to spend time dressing areas when simple blocks representing cover will suffice.
As others have said, I would just focus on blocking something out. Set your main goal to making something that is fun with good performance.
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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Age of Empires 2. I hated that the AI always rushed me so I made a map where you start of surrounded by bamboo and you had to cut your way out, delaying the game. I still lost but at least I got to build a city xD I always was more fascinated by building stuff.
8 years of shit after that in various editors, both ingame and some more complex. Both 2D and 3D.
I suppose my first "real" editor was the F.E.A.R. dev kit, didn't finish anything on that.
I'm not gonna discourage you to start using a complex editor but why not try one that's built ingame first so you don't get all the errors, build issues, etc? If it's your first map don't make assets for it, waste of time since your map will be shit anyways. Better spend that time on making more maps and learning from mistakes rather than tweaking textures (unless you wanna do art).
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 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



Edge Of Tomorrow
in Off-Topic
Posted
Yeah, I'd be more excited if Tom Cruise wasn't in it...