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Karthoum

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About Karthoum

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    Stripper

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  1. Are any of these models from L4D2? I'd love to use some models from that game but I don't know if they're allowed within the rules
  2. Have you played DE_GWALIOR by FMPONE? I used to play that map a lot when it was in the Operation, it kind of reminds me of yours, albeit with a much smaller layout but you should get some design inspiration from it, if not how vertical it is.
  3. Haven't tried TAR myself so can't help with it unfortunately but I promise to run through this map myself and give thoughts, you've helped too many others with that already.
  4. The bingo chart of my planned locations is almost completely filled out just from this one competition alone. Great choice, hopefully there will be a lot of verticality (my idea of Cappadoccia was more like Grotta Palazese, another entry into this contest)
  5. Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole.
  6. Nice choice with a huge potential for a unique layout. Is this mostly based on Corfu by any chance?
  7. I was curious myself as I had been to the city and it had some potential to be turned into a map, shame Canals assets can be barely used, as not that many things can be placed from there despite Venice not being that far IRL. However this map is truly in the earliest stages possible, Here's the album Images in order are, overview (warmup counter is where the CT spawn is, then B and A sites respectively with T spawn being where the knife handle is), A site, B, CT spawn and T spawn showing surprisingly well chosen skybox weather. The layout is far too generic and lacking in a way that we probably can't help you unless you explain us your goal with the map, I see the radar has a different image to it? Anyway, all I'd like to know is if you're inspired by some other map like Cache or Italy so we have a reference point to compare and help you from here.
  8. The map seemed to be far more open in the initial posts but I'm liking how it's turning out, looks a lot like Insurgency maps in some ways. If there's (another?) Mapcore test I'll be definitely on the lookout for this one, the style you've gone for is intriguing.
  9. Just wondering if this is something stupid that I've done on my end but the uniform scale on importing the vmf seems to work, except it has moved all the props down and rotated them 180 degrees? The last pic is in game (and not gone through wallworm yet, it was just the compile before I opened wallworm as it didn't have the scale support then) so you can see how the bikes and the arch isn't supposed to be in the ground Still, if it's something I've done then it could be a cautionary tale for someone else if there's a fix or thing to avoid
  10. You mean all the Greek alphabet planets with numbers at the end or more like the Moons in Solar system which actually have cool names, like Titan? Oh didn't even see the hostage part in the first post, honestly that makes the layout even more unique as hostage maps aren't usually that open (apart from the ridiculously weird CS_Rush that was in an operation and Insertion which is in a league of its own).
  11. Love the progress photos already, the mine/cave area is definitely unique! For the name, how about DE_Marooned?
  12. I think he could do a mild push trigger upwards to make "artificial" zero G environment where you sorta float in a direction?
  13. Are the both train lines and T entrance #2 to B connector all 3 different lanes, like A site on de_train? I quite like that, especially the middle part between the connectors. What do you mean by materials? You would just UVmap a texture and then use VTFedit to create a texture file from an imported image and a material file can be automatically generated from it. You could try using the Valve stock textures but I doubt they'd be always that useful as most of them are too specific.
  14. Love the theme and current progress/planning you've done, is that a very long mid I see in the top down hammer view?
  15. Last week I spent 3 days in Florence, collecting around 5000 reference photos (and a video) of a small area near the Ponte Vecchio and Uffizi Gallery. My holidays will be turned into a defuse map called Rumble on which I will work with a close friend of mine, with its main features being that it's based off an entirely real place and features a horizontal Mid (between the sites, not spawns). But at first, before going there I prepared everything in streetview and marked a few places in my notes that aren't so visible and made sure to take more photos of those particular photos in comparison to what's available online. Along recording the notes I made a greybox of the map (Click if you dare for an absolute monstrosity) to see if it would fit in the game and the scale made it roughly the same size as DE_Seaside, quite a small map on its own. The first day I parked my car late in the evening and I had to spend the time walking around the streets as most of my photos would turn out blurry without a tripod and I was pleasantly surprised how well it would work in CS:GO, with one exception of how high the buildings are (which would prevent a lot of smokes, but Nuke does just fine). Next 2 days were spent eating out in the restaurants with my girlfriend (there was probably no other way I could convince her to bear with me spending hours in a tourist crowded spot, moving 5 meters in 20 mins at my fastest) and trying to spot things I would miss and regret not capturing when I'd be back at my computer, so I pretty much took pics of anything of reference. I also tried to get as many interiors as I could in the area, I also paid for tickets into museums to gather a better understanding of the scale that 2D maps wouldn't really provide. The only major discovery was that when I thought if there was a need to balance the map I'd have to resort to some underground caves or sewer areas but to my surprise almost entirety of the city area is actually raised and has basements that would suffice as ground floors by themselves and if needed, could be connected elsewhere (this should be fun). For now, I'm doing a new complete greybox from the measurements I gathered in real life and the references for a short in game test and then it'll be exported to a 3D modelling program for a quicker detailing process but it'll all have to go back in for testing. A snippet of current reference sorting process Good luck to everyone else and I look forward to detailing out the process of making this map (and also a little bit of history of it in another post).
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