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Waspi

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  1. Awesome
    Waspi reacted to Radix in [CS:GO] Shore   
    One of the projects I worked on after I made de_austria.
    Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁
    In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂
    Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102
    I took some inspiration from this place in Norway:

    Layout:

    Some pictures:






  2. Like
    Waspi reacted to JorisCeoen in Daigo (Beta - archive)   
    Official version released as Zen: Workshop link
    Please note: This version is still for testing purposes (not final), although major changes have happened between v2_1 and the current one. The full changelog can be found here.
    Daigo takes place in a medieval Japanese castle:
    Terrorists want to destroy the historical sites and monuments within the castle boundaries. An earthquake has already dealt some damage, so they see an opportunity to finish the job. It's up to the Counter-Terrorists to stop them!
    Credits:
    @JorisCeoen (Artwork & Level Design) @shawnolson (Technical assistance on 3DS Max & Wall Worm Model Tools) Used assets, credited according to their license:
    Monument to Hijikata Toshizo by 3Dystopia (Sketchfab) Buddha by AliceVision (Sketchfab) Testing and assistance:
    @Mapcore testing hub @Roald for in-game showcase of numerous problems @Rebze for testing guidance and impossible amounts of patience (literally years) In preparation of the final version, V2_2 will be playtested by Mapcore's playtesting group. Feel free to leave feedback in the comments section below, as I will take note of criticism and reflect changes accordingly for the future. Here's a list of the most important things to be done yet:
    Improved color palette for readability Many, many amounts of detailing (lowly present) Addition of thematic material (next-to-none present) Addition of labels and overlays/decals (next-to-none present) Alpha-blending of displacements (ironically, it's all prepared and available, but I didn't have the time to do it yet) Finalising the radar and navigation mesh (the radar has one small indoor area that I saw missing after release) Additional optimization in the form of: hint/skip/areaportal and removing many roofing details on less visible roof models (nodraw blocks have been optimized, and most models with the inclusion of 3 roof models) Fixing lightmap issues on displacements (can someone help with this? See the broken wall at B as a good example)
  3. Like
    Waspi got a reaction from Zibarik in ttt_strong [WIP]   
    Hello all!
    This is my first map for Garry’s Mod, for the Trouble In Terrorist Town game mode. Been out of the saddle with mapping for a while so I'm excited to show everyone what I've been working on! 
    (While this is a WIP; it is fully complete and functional! Server Ready!!)
    The map features multiple objectives for the innocents to work toward, that also work in parallel with
    the Traitors. The innocents must activate the power to make the traitor tester operational, but the Traitors can use the power to activate deadly traps. I tried to create lots of variation in space to take advantage of people individual playstyles.
    Workshop Link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2827944051
     
    As always feedback is welcome and appreciated! Thank you all, have a wonderful day.
    -Waspi





  4. Like
    Waspi reacted to Serialmapper in de_outferno2 [final release]   
    The final version has arrived.
    the workshop link is HERE.

  5. Like
    Waspi reacted to Serialmapper in de_outferno2 [final release]   
    I want to share with you the 8 custom models that i made for this map: DOWNLOAD
    The color of doors, shutters and windows can be changed without affecting the metallic parts. Their point of origin makes them easy to orientate.

  6. Like
    Waspi got a reaction from Donskioni in ttt_strong [WIP]   
    Hello all!
    This is my first map for Garry’s Mod, for the Trouble In Terrorist Town game mode. Been out of the saddle with mapping for a while so I'm excited to show everyone what I've been working on! 
    (While this is a WIP; it is fully complete and functional! Server Ready!!)
    The map features multiple objectives for the innocents to work toward, that also work in parallel with
    the Traitors. The innocents must activate the power to make the traitor tester operational, but the Traitors can use the power to activate deadly traps. I tried to create lots of variation in space to take advantage of people individual playstyles.
    Workshop Link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2827944051
     
    As always feedback is welcome and appreciated! Thank you all, have a wonderful day.
    -Waspi





  7. Like
    Waspi reacted to Nakroma in [CS:GO Wingman] Scarlet   
    Heyo, I'm making a Wingman map for the Source Engine Discord Wingman Level Design Contest 2020. Finally getting somewhere in the greybox stage, so I've decided to post it here. The theme is a western-european abbey.
    You can find it on the workshop here.
     
    Radar:
     
    Ingame Screenshots:
     
  8. Like
    Waspi reacted to will2k in Source Engine Optimization roadmap   
    What is this?
        This is a simple roadmap of my optimization papers/articles for any newcomers to Source optimization or for folks who would like to further strengthen their knowledge about the subject. The goal eventually is to produce solid, well optimized maps.
    I keep seeing some simple questions being asked such as “what’s a hint brush and what does it do? Where do I place an areaportal? I also see many confusion and misconceptions about Source optimization on topics such as visleaves and PVS. Many folks contact me saying “hey, I read your paper/article X but I missed/wasn’t aware of your paper Y, Z, U, V
which is an additional reason of having this roadmap in one place for people to use for navigation through the different hoops of Source optimization.
    The roadmap
    Think of this roadmap as a course syllabus depicting the various topics and logical progression of the course, in this case, Source optimization.
    1- Man vs Engine
    This is a comprehensive paper covering the process of optimization in the Source engine and providing a systematic approach to be used for winning your optimization battles.
    This paper should be the first step in your optimization course and it shouldn’t take you more than an hour on a slow evening to finish the read. It is a good idea to keep the Valve developer community wiki open if you need to look up the definitions of any terms that you come across in the paper (to be on the safe side, read the entry related to visibility optimization which contains all the keywords definition like hints, areaportals, etc
).
    2- Optimization Testing in Source Engine
    It’s a technical paper tackling the issue of methodically testing the frame rate and optimization system in the Source engine.
    This should be the second read after Man Vs Engine to get a solid grasp of map performance testing.
    Practical work: test the average fps using the timedemo technique on a map of yours (or a stock map if you do not have a finished map yet). Practice all the testing console commands that I gave in the paper to become familiar with them. 3- Demystifying Source Engine Visleaves
    This is an article in which I explain Source visleaves in layman's terms to allow beginners and veterans alike to understand the cornerstone of source optimization.
    After the first 2 papers being more hands-on and practical, this 3rd read in the roadmap is more on the theoretical side to allow one to fully understand the inner workings on Source’s BSP and visleaves systems.
    4- Source Engine PVS - A Closer Look
    This is an in-depth technical article where I delve into more details about the PVS creation and visibility calculation and their implication on optimization in the Source engine.
    This 4th read is a natural follow up to the previous article and will cement your intimate knowledge of Source engine.
    5- Common Misconceptions in Source Engine Optimization
    It’s an article in which I identify common misconceptions in Source engine optimization process to help demystify some optimization “myths” and bust them once and for all, thus allowing designers to avoid the costly pitfalls that could hinder their maps’ optimization setup.
    This 5th step in the roadmap should come as an easy read once you understood the previous 2 steps (visleaves and PVS)
    6- Hints about Hints - Practical guide on hint brushes placement
    This is a technical article in which I showcase how I think about and approach hints placement in Source engine and how I systematically proceed with hint brushes with practical examples.
    With the theoretical side taken care of in the 3 previous steps, it’s now time to dive into the technicalities of using hint brushes properly and efficiently, and this article will amply show that.
    Practical work: make a small test map where you can test the different hinting techniques that I showcased in the article. Make a version with hints and one without and test in-game using mat_leafvis and mat_wireframe console commands to see hints live in action. 7- Practical guide on areaportals placement
    It’s a technical article that deals with the systematic placement of areaportals in the Source optimization process. This is the 2nd article in the "practical placement guide" series.
    As with the previous step, this one dives deeply into proper areaportal placement with solid examples.
    Practical work: make a small test map where you can test the different areaportals techniques/locations that I showcased in the article. Make a version with areaportals and one without and test in-game using r_drawportals, mat_leafvis, and mat_wireframe console commands to see areaportals live in action. 8- Practical guide on occluders placement
    It’s a technical article that tackles the systematic placement of occluders in the Source optimization process. This is the 3rd and final article in the "practical placement guide" series.
    Occluders have always been a grey area and a big question mark for a lot of designers, and this article will clearly showcase how to practically proceed with them in your map, if needed.
    Practical work: make a small test map where you can test the different occluders techniques/locations that I showcased in the article. Make a version with occluders and one without and test in-game using r_visocclusion, r_occlusion, and mat_wireframe console commands to see occluders live in action. 9- Comparative fps study in Source Engine Optimization System
    This is an in-depth article where I showcase the clear difference between having a solid optimization system and not having one in a Source engine map. The article will have plenty of numbers, for a complete comparative study that shows the frame rate variation with and without the optimization system in place.
    If you have read and followed this roadmap closely, then you are now ready to witness and understand the importance of a good optimization system and the consequences of not having an effective one on the overall frame rate.
    Practical work: In one of your maps, uncheck the visgroups of hints/areaportals/occluders in Hammer and save it under a different name. Compile it on final settings then compare the fps with the original version that had all the visgroups enabled to see the difference. 10- Source FPS Cost of Cheap and Expensive Assets
    It’s a short technical article that compares the frame rate cost of cheap vs. expensive assets in Source engine optimization.
    In the same spirit of the previous step, this one shines the spotlight on the cost of expensive assets so one doesn’t go wild while using them in their map, at the risk of considerably affecting frame rate.
    11- Displacement Vs. Func_detail - A comparative fps study
    It’s a short technical article that aims at comparing the frame rate of func_detail vs. displacement in the context of the Source engine and the repercussion on their usage in maps.
    12- Optimizing An Open Map in Source Engine
    This is a technical article that showcases how to tackle optimizing open maps in Source engine.
     
    Conclusion
    The roadmap presented above should cover “optimization 101” through “501” courses and cater for a broad range of Source engine users. There are no more reasons for one to feel confused and “not sure where to start/look” when it comes to Source optimization.
    If after reading and experimenting with all the above you still have some questions about optimization, then feel free to post here and I’ll try my best to help.
    Once you finish all the reading with all practical work, please pass by my office so I can schedule your final exams.
    Happy reading
     
  9. Like
    Waspi reacted to Vaya in WIP in WIP, post your level screenshots!   
    a little progress
  10. Like
    Waspi reacted to Michael Greenwood in [CS:GO]   
    a
  11. Like
    Waspi reacted to Quotingmc in de_contract   
    More progress, slow moving but changes are being made:


  12. Like
    Waspi reacted to untor in [CS:GO] de_waterfall [wip]   
    Hello MAPCORE
    Good time of day. I present to you a new map Waterfall.
    I am sure many people do not like to read long texts, especially, written with the help of Google Translate, therefore, I will be brief.
    According to the scenario, terrorists must destroy "some evidence" hotel/villa is located in the mountains.
    The bombsite A is the observation platform above a small waterfall.
    The bombsite B is the inner courtyard of the hotel.

    Below are screenshots of the game. On the map is not enough fine detail. But later they will. Map is not yet ready.
    Vedeo about map!
     
     
    I would like to know the opinion of the community Mapcore, the style and the direction in which I move. And for me it is important to find feedback about what I'm doing.
    Map available for test now, and you can try to play, just add me on steam, here is link: http://steamcommunity.com/id/untor
    Map by MOROZOV and R.I.P. 3.0
  13. Like
    Waspi reacted to Devian in (CS:GO)de_kremnica   
    Hi there,this is the first time I've actually finished a map for cs:go.
    http://steamcommunity.com/sharedfiles/filedetails/?id=649738971
    It's set around an old church in Kremnica in Slovakia.
    Now,I don't think that adding further details until the map layout will be finished is a good idea,right?I'm still experimenting with position of the bombplants and I might end up moving the T spawn further away from B.
    Any suggestions please? (I've done some playtesting with my mates and they liked it,I've changed the layout based on their suggestions.Such as moving B further away from the church etc.)
    Do you think that I should make the platform on A taller?
     
     
     


     
     

  14. Like
    Waspi reacted to Quotingmc in WIP in WIP, post your level screenshots!   
    It was only my second serious map, one that I would consider even remotely viable for an operation/ serious play. I didn't scrap it lightly, in-fact I spent a good 8 hours this week trying to use an earlier version as a start point but I was changing so much, it was getting easier to just delete whole parts and start a new. I hate to trash a whole map but I think my time would be better spent on a project I A, enjoy and B, believe will generate a successful final product.
  15. Like
    Waspi reacted to major.quin_n in [CSGO] de_rust   
    de_rust is a work in project classic defuse map. It has similar, simple features from Dust II and Mirage, in that there is a mid and two connectors. The map is around 4000 by 4000 units, pretty much the same size as Mirage and Dust (maybe a little wider). The theme is not fully finalized, but I am thinking a research facility in the middle of a jungle. Soon I will add some custom military models, and maybe even have a rocket in one of the sites, and the other could be explosive payload.

    I am not focused as much on theme and architecture, rather making a legit, playable map. However, if you do have a comment about the buildings, I will note it and attempt to change it if necessary.
    Please give me feedback on the theme and architecture. The layout is mostly finalized, except that I am going to move T spawn back further and try to improve mid more to be CT friendly. Any feedback is helpful as long as it is constructive. Also, do not comment that the rocket looks like, something... not helpful it is not textured.
    Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=577783735
    Pictures:

  16. Like
    Waspi got a reaction from [N]awbie in [WIP] de_mical (formerly de_honeycomb)   
    This map looks very fun, can't wait for the Workshop release!
  17. Like
    Waspi reacted to catfood in [CS:GO] Tulip   
    Since Tulip changed so much since its release I decided to re-release it and get it in the workshop spotlight again.
    Might you want to support the map on the workshop here's the link: http://steamcommunity.com/sharedfiles/filedetails/?id=580446503&tscn=1450710796




     
  18. Like
    Waspi reacted to [N]awbie in [WIP] de_mical (formerly de_honeycomb)   
    De_Mical
    Workshop:  http://steamcommunity.com/sharedfiles/filedetails/?id=744250583


  19. Like
    Waspi reacted to Quotingmc in WIP in WIP, post your level screenshots!   
  20. Like
    Waspi reacted to JustFredrik in [CSGO] de_richu   
    RÏ chƫ is set somewhere in eastern asia
    Work in progress map by @JustFredrik
    workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=445608796

    Screenshots of version a_6 [OUTDATED VERSION] imgur album: http://imgur.com/a/fdeEi 
    Radar overview of version a_5 [OUTDATED VERSION] 
     
  21. Like
    Waspi reacted to Quotingmc in de_sawmill   
    Have been hard at work detailing. Finished off first time-lapse video! All new changes shown in video:
     
  22. Like
    Waspi reacted to Quotingmc in de_sawmill   
    Started work on back of B (T-Side). Updated workshop as well. Desperate for any feedback!
    Images:



  23. Like
    Waspi reacted to pB. in [WIP] de_vision   
    Been a while since my last map but REz' and I have been collabing on a new competitve map. It's called De_Vision and is based in a modern art gallery. Unlike Rez's and my previous mapping attempts, this one has been planned from the beggining so it will be interesting to see how this one goes.
    It's got a simple mid with a bridge at the T end to give an advantage to Ts in mid, allowing them to more easily control the centre or the map. A is a simple site with one main T enterance and a small enterance only accesible by a boost. This should hopefully make pure skill based play more of an option on this site to make it fun for gamemodes such as casual. B on the other hand has 2 enterances for each team as well as an alternative route up the side of the site for flanking and more tactical play.
    Here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=537713719
    And here are some screenshots:
    Hope you enjoy the map and don't hesitate to give feedback,
    REz' and pb
     
  24. Like
    Waspi got a reaction from Parkcityfan in de_going (Temporary Name)   
    Hello all, got around to working on this again and finished the layout (for now). I have uploaded the map to the workshop and made many changes since my last post. I hope to get a slot in the playtesting schedule to test soon, because I have only been able to work with 3v3s.
     
    Workshop Download Here:
    http://steamcommunity.com/sharedfiles/filedetails/?id=570237012
    Thanks for playing!!

  25. Like
    Waspi got a reaction from Parkcityfan in de_going (Temporary Name)   
    A few updates!! Just updated the workshop version with these changes (Minimap up to date)
    You can see them in this album.
    http://imgur.com/a/oNEHh
    Thanks for playing!
    -Waspi
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