Jump to content

jackophant

Members
  • Posts

    1,473
  • Joined

  • Last visited

  • Days Won

    26

Reputation Activity

  1. Like
    jackophant reacted to Vaya in WIP in WIP, post your level screenshots!   
    looks great! Hopefully you're fixing the layout too
  2. Like
    jackophant got a reaction from Thrik in Site Changes and Feedback   
    Looks good now
    Judging from your question, I presume something was changed rather than me going crazy? 
  3. Like
    jackophant got a reaction from jd40 in GRAND PRIZE WINNERS Declared!   
    Congratulations everyone!
  4. Like
    jackophant got a reaction from FMPONE in GRAND PRIZE WINNERS Declared!   
    Congratulations everyone!
  5. Like
    jackophant reacted to Vaya in What music have you listened to recently?   
    @jackophant got me into badbadnotgood a couple of months ago. still rotating this album hard. 
  6. Like
    jackophant got a reaction from Squad in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  7. Like
    jackophant reacted to will2k in The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube   
    So, to summarize, this is basically how EP3 ends

  8. Like
    jackophant got a reaction from Bastion in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  9. Like
    jackophant got a reaction from Pancakesandsyrup123 in ATTN: New Map Makers!   
    I shall expand on it, based on feedback as well
  10. Like
    jackophant reacted to Squad in Offtime   
    Hey all. Finally decided to make a topic after weeks of postponing 
    Offtime is a hostage rescue map set in a giant concrete transmission tower. It features a vertical layout, covering a number of the bottom floors.
    Credits to @Rick_D_D and @Yanzl for some of the props/textures.




  11. Like
    jackophant reacted to Yanzl in [CS:GO] DE_Breach - Released!   
    Update! Map is now called Breach, and here's the progress we've made so far:





     



     
     
     
     
     
  12. Like
    jackophant reacted to Bastion in Mapcore Job Census   
    I did it.
    I fucking, did it.
     
    Just been offered a job as an assistant level designer with Splash Damage.
    Naturally, I'll bloody take that offer.
  13. Like
    jackophant reacted to TheOnlyDoubleF in Mapcore Job Census   
    Hey! You can move me as Junior Level Designer at Ubisoft Annecy. 
  14. Like
    jackophant got a reaction from clankill3r in [Tutorial] CSGO Radar Maker 1.0   
    They'll never get a donation from me using Comic Sans on the donate button. Physically impossible for me to click it.
  15. Like
    jackophant reacted to hgn in MapCore CS:GO Playtesting 5.0   
    Connection Info
    CS:GO Server IP: 185.62.204.12:27035
    Location: Central Europe
    Slots: 20 players
    Discord Server Invite: https://discord.gg/nQWzYhX
     
    Playtesting Information
    Playtesting is held every Tuesday, Thursday and Sunday, at 19:00 BST (20:00 CEST), with a maximum of 2 maps per session.
    Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting!
     
    Submitting
    Before submitting please check to see if one of the two slots are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1
    Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI
    Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
  16. Like
    jackophant reacted to El_Exodus in The dos and don’ts of CS:GO level design   
    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO
    ________________________________________________
    New update (27th June 2019):
    The dos and donts of csgo level design - updated 2019-06-27.pdf
    Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811
     
    ________________________________________________
    Original Post:
     
  17. Like
    jackophant reacted to 'RZL in [CS:GO] DE_Radar (WIP)   
    I finally decided to create a MapCore thread for one of the projects I'm currently working on. All aspects of the map are still subject to change!
    Story
    The European Space Agency (ESA) has decided to build a radio telescope in a natural sinkhole in the Tatra Mountains (Poland) to study the far ends of our universe. Terrorists try to stop the construction since they don’t want mankind to find out about the approaching reptilian overlords, who want to enslave us once and for all. //Any suggestions on how to word the story better?
    Workshop
    http://steamcommunity.com/sharedfiles/filedetails/?id=895385879
    Screenshots
    References
     Five hundred meter Aperture Spherical Telescope (FAST) in China
    Arecibo Observatory in Puerto Rico
    Partners
    @MaanMan (Level Design Assistance)
    @MrTwoVideoCards (Environment Art) (not yet confirmed)
    PS: I try to be more active on Twitter from now on so consider yourselves formally, aggressively accosted to follow me on there if you want to get regular updates on this and other projects: @RizzToTheIzzle
  18. Like
    jackophant got a reaction from Pancakesandsyrup123 in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  19. Like
    jackophant got a reaction from Gale in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  20. Like
    jackophant got a reaction from Squad in Mapcore's CS:GO Mapping Contest 2017   
    Yes! Another opportunity to make another greybox 
  21. Like
    jackophant got a reaction from El Moroes in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  22. Like
    jackophant got a reaction from Smileytopin in Mapcore's CS:GO Mapping Contest 2017   
    Yes! Another opportunity to make another greybox 
  23. Like
    jackophant got a reaction from Pixelbit in ATTN: New Map Makers!   
    First and foremost...
    Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
    Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
    Now let's get started!
     
    Level Design
    A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
    Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
    I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
    World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
    How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
    Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
    Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
     
    Compilation Errors
    When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
    Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
    Causes of leaks:
    Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)  
    Optimisation
    Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
    The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
    Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation  
    Screenshots and Radar Creation
    When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
    The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
    // ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
    Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
     
    Receiving Feedback
    Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
     
    Summary
    Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
    GL HF
  24. Like
    jackophant got a reaction from Fnugz in Mapcore's CS:GO Mapping Contest 2017   
    Yes! Another opportunity to make another greybox 
  25. Like
    jackophant got a reaction from El_Exodus in Mapcore's CS:GO Mapping Contest 2017   
    Yes! Another opportunity to make another greybox 
×
×
  • Create New...