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will2k

Mapcore Staff
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Everything posted by will2k

  1. Yes it is slower than usual. The notification system is still broken/bugged it seems (at least for me, someone else could confirm?) I reported this issue in this very thread back in July (https://www.mapcore.org/topic/18784-what-do-you-think-about-the-new-look/?do=findComment&comment=400558) but it still not fixed. I have the notifications set to "email" also but I'm never receiving any emails when someone posts in a thread of mine, quotes/mentions me or posts in my profile
  2. Thank you for the encouraging comments I am staying as close and faithful as possible to the Half-Life/Opposing Force theme, without sacrificing CSGO gameplay (angles, readability, visibility, etc...). Fun fact: I've replayed "Blue Shift" last week to get additional inspiration
  3. Alright, thanks for clearing that up Thanks David
  4. Thanks images not loading, really? I'm using mediafire and they are loading fine on my side. Maybe a hard refresh CTRL+F5 might help? or scripts blocked on your side?
  5. After being on hiatus for 1.5 years, "de_forlorn" project is resurrected and brought back to life https://www.mapcore.org/topic/17209-de_forlorn-wip/?page=2#comment-404898

     

    1. mr.P
    2. will2k

      will2k

      Thanks P :)

      Had the same reaction when I compiled beta1 couple of days ago and had a run in it; felt good to see the map again :lol:

      @ Squad: thanks buddy for the support and for that awesome feedback back in alpha1 :)

       

  6. Resurrection of the dead After being on hiatus/indefinite hold for 1.5 year, this project is resurrected and alive again The map was playtested twice in its alpha1 and alpha2 basic block-out versions, on the test server of Mapcore back in early May 2014, and I received great feedback that was all implemented in the map. Volcano playtested the map in its alpha3 version and provided additional feedback and insights that were also implemented in late May-early June 2014. Then real life kicked-in hard with multiple issues and I was forced to put this project on hold. When I got a break, I was sidetracked by working on my HL2DM map, Fortwick and later on my CSGO map, Calm. "Forlorn" was forlorn (pun intended)...until last week; the project is back alive and in full force in its beta1 iteration. Detailing has started, and placeholder textures and brushwork are being phased out. Lighting is also being tweaked. Progress is steady and here are couple of screenshots from the "1 week beta building" frenzy Cheers
  7. P, this looks sick AF ; spot on composition. You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.
  8. I've been replaying various Serious Sam games for nostalgia sake (there's nothing like replaying games you played some 15 years ago to make you feel you're getting old ) - The epic final level soundtrack from Serious Sam The Second Encounter (2002). Song is "Corridor of Death". - Serious Sam 3 soundtrack. The song is "Gladiator"
  9. Care to share so...uhh...we can judge ourselves
  10. Skybex, this is awesome; you are really taking it to the next level with this one The sheer size of the cruise ship is intimidating. Is the whole upper deck a playable area? Agree with Vivi and Pampers on the seizure-inducing floor and the overly blue last screenshot (maybe the court surface could be pale green or light orange) Great work
  11. Mad Max: Fury Road
  12. Published a new article titled "Comparative fps study in Source Engine Optimization System". Cheers and enjoy the read http://gamebanana.com/articles/69

    1. Vaya

      Vaya

      interesting to read about prop fade. I assumed it would make minimal difference on a map with proper hints and area portals..

    2. will2k

      will2k

      @ nikkoship: Haha, thanks :)

      @ Vaya: Hey mate, thanks for dropping by :)

      As I mentioned in the article, the drop for props fading will be relative to the amount of props and to the openness of the map; the 2 locations I chose are fairly open and highly detailed to showcase a good variation but still the drop was not that big due to the hints and areaportals as I mentioned in the article. If I had chosen an interior location with twisted corridors and fewer props, then obviously the drop would have been negligible.

      Thanks again for your support, appreciate it :)

       

  13. No worries Some props still require an info_lighting even though compiling with -staticproplighting -staticproppolys in vrad solves 90% of these black tint shadows on props. This trim is one of them where the origin gets deeply buried inside the brush/displacement underneath; placing an info_lighting just outside the trim will give it a natural lighting. For the displacements, it's a bit tricky as Hammer has these rounding errors since 1996 ; what you see in the vmf might not be what is actually stored in the bsp, vertices-wise. Your best bet is to have all the brushwork perfectly aligned on-grid BEFORE turning them to displacements; making one displacement and then copying/cloning it to complete the wall will generally give these gaps and even sewing the displacements won't fix them (Hammer will always think that one of the edges is not shared). If you did this and you're still getting these open seams, then you can use a trick I used in one of my maps to "camouflage" these seams: just add a thin displacement or prop on top of the seam (same sloped angle) to serve as a sort of support pillar, a decorative visual and a perfect camouflage for the seam ; 3 in 1, can't beat that. Good luck and hope to see this reference photo in action in-game
  14. The Big Bang Theory Season 9 premiere yesterday
  15. Nice. Is this part of a playable level or just some "artistic doodling"? The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?). You probably noticed them and it's all WIP, so all is good
  16. Assassin's Creed IV Freedom Cry and Far Cry 3 Blood Dragon. Got a bit of free time this weekend, going through unplayed games in my steam library.
  17. Southpark is back Southpark S19Ep01
  18. Avengers: Age of Ultron ("Sunday afternoon couch with popcorn" movie)
  19. I downloaded this skybox and it seems the author did not enable "clamp S" and "clamp T" which is why you are having the edge seams between the different parts of the skybox (rt, lf, dn, up, bk, fr) You can still fix it quite easily: just open the vtf files in VTFedit and tick the boxes next to clamp S and clamp T, then save (do it for the 6 vtf files you have). Test in-game and the edge seams will be gone so your skybox does not look like a giant edged cube Hope this helps
  20. Your custom skybox has visible seams; make sure you have "clamp S" and "clamp T" enabled in the sky VTFs.
  21. Glad to hear that If you need any specific help in the map's optimization phase, hit me up
  22. will2k

    cs_shichang

    Excellent work so far LATTEH, the visuals and realism factor are top notch . The theme you chose works best in a night setup in my opinion; I went back to previous pages in this thread to check the daylight version of the screenshots and as I suspected, the street/signs details tend to blend with daylight and bright ambient light, making the scene look a bit dull, color-wise. To make it work for a night setup, you'll need more lights as Squad mentioned. What I suggest is to divide your composition in "thirds" and work out the lighting from there. In the screenshot I quoted above, the composition can be broken into 3 parts: the ground level, the 1st floor and the 2nd floor. You'll need to boost the lighting on the first 1/3 of the composition by using strong spot lights (street lamps) and more lights emanating from storefronts and signs. This will improve readability and player silhouetting as well as enhance the various street details and signs. The other 2/3 of the composition will be dimly lit (or not lit at all for the 2nd floor); this will create a nice contrast between lower levels (playable area) and upper ones (non playable), and will keep players' focus on ground level where all the bright lights are and prevent the eyes from wandering to upper floors and be distracted. I believe it's worth a shot to try tweaking the night settings as I think it will enhance the chosen theme In any case, the map looks really pleasing and polished; excellent work
  23. Love the custom assets and the theme; keep it up
  24. The Vanishing of Ethan Carter Brilliant game, a joy to look at with eye candy visuals. The puzzles, gameplay/atmosphere and story are also spot on.
  25. Published my latest article titled "Common Misconceptions in Source Engine Optimization". Check it out http://gamebanana.com/articles/68

    1. Show previous comments  1 more
    2. will2k

      will2k

      @ Squad: thanks mate for your continuous support and motivation boost :-D. Cheers

    3. mr.P

      mr.P

      mandatory reading for anyone doing stuff in source,

      read up on the rest of your stuff over at gamebanana, its good! too bad I rarely have time to hang there more often D:

    4. will2k

      will2k

      @ mr.P: Thanks a lot for your kind and encouraging words, appreciate it mate :)

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