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tchick

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tchick last won the day on May 1 2017

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    http://steamcommunity.com/id/tchick

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    I make video games

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    twitter.com/maximepoutiline

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  1. Looks sweet, good luck
  2. You have a good eye for the scale, looks believable and fun
  3. I want 2 visually distinct environments: Black stone / sand for the CT spawn and the underground/cave/mine Orange rock for the T spawn and all the upper aeas I'm open to environement/setting ideas, even if it's completely diferent from what I have here.
  4. https://steamcommunity.com/sharedfiles/filedetails/?id=3300443462 Hostage rescue scenario taking place in a wild natural reserve. CTs are on a mission to locate and rescue two agents kidnapped by a group of smugglers. The Operator on site implied that they might be held in a hideout where illegal "blue candy" production is taking place... Key features of this map include: A lot of verticality, but never in a penalizing way. Water areas allow you to drop down without taking damage. The staging areas are designed so that whenever CTs enter a new large "room", they have multiple options for action. If a path is blocked by a smoke grenade, they never have to wait for it to dissipate and can take an alternative route to reach the hostages. With several "one-way drops," the timings are planned so that the time taken to reach a hostage is shorter than the time taken to return. This system also applies to the Ts, who can always reach the rescue zone in time to prevent the CTs from rescuing the hostage, regardless of their position on the map. It is important to highlight this last feature because many hostage maps are similar in the sense that Ts camp at their spawn, and the CTs wait for the utilities to dissipate and then manage to rescue a hostage only because the Ts made a mistake and they can't reach the rescue zone in time. I hope to succeed in addressing this problem. The setting is losely based on the Sedona park in the United States, but it might change. I want to have 2 distinct environments and colors for the interior and exterior and of course some specific hero props and textures for the underground Lab, the Mine, the T and CT spawn. This map is based on an old idea I had almost 10 years ago... The game has changed a lot and I have been reworking the layout from scratch every few years. I'm finally happy with the result. Time to make this idea a reality thanks to the Big Adventure contest! Enjoy! Screenshots: Radar:
  5. Finally, the CS2 remake of Palais has been released. https://steamcommunity.com/sharedfiles/filedetails/?id=3257582863 I started working on the map with @Quotingmc before the Source 2 switch announcement and we released the map first for CSGO. We had to rework most of the props and textures to meet the quality standards of the Source 2 engine which took an additional year... Here is the old version if you want to compare: https://steamcommunity.com/sharedfiles/filedetails/?id=2891200262 I'm a bit scared to post here, but I want your honest feedback on the visuals! I know the lighting can be improved, the CS2 version might seem a bit "dull" and "grey", but hey, in my opinion the new vertigo and inferno are too overexposed, so I'm not sure what I am supposed to do to adapt! Thank you very much for the feedback and cheers to the whole Mapcore community for being here all these years
  6. I voted for daytime at first, my team did prefere night, we were thinking of making 2 versions... maybe one day!
  7. GG to my team! The map still need some heavy optimisation, there are some huge fps drops (at T spawn the whole map is in line of sight and I didn't find a way to fix that for the moment) and some art pass, I'm still not happy with the overall color scheme, some textures lack detailing. We will probably update it after the end of the contest... If I still have the energy to work on it, it was pretty time consuming! Thank you all for the support !
  8. Little Update : @Quotingmc suggested night time : Also need some help/advice : I tried to make models for the lights on the sides of the boat : With those parameters : "UnlitGeneric" { $basetexture "yacht/water_light" $surfaceprop glass $translucent 1 $selfillum 1 $nocull 1 $selfillumtint "[174 58 224]" } "UnlitGeneric" to make it transparent AND selfillum because those doesn't work together with "VertexLitGeneric") But it doesn't look like real light spots ... The idea here is to save some ressources so the poor Source engine doesn't have a heart attack. Any idea on how to make those models more "flashy" without real lights? Thank you
  9. That was the first waves test : Made with simple animated dummies : If someone know how to applie the canal_water shaders on a model, let me know please And here are some animated sails, same method as for the waves :
  10. Indeed!!! didn't know about that map
  11. Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots : The main reason I'm posting my work is to ask @Yanzl and @'RZL an important question... Please, could we use some of your models from Resort? \o/ (I believe it's Yanzl's work :p) I'm asking because I'm not a 3D modeler, I can barely use the extrude thing in 3Ds Max, I press the Auto Smooth button and I apply a texture that in most cases I take from the de_nuke files... I really like your props, chairs, beds and other hotel stuff you made, it's super cute and clean and I could remake all of that but it would take me months and I don't have that much time to work the map. I plan to add some easter eggs in any case, little references to others maps / mappers and I plan to give some "lore" to the map by making a connection with other maps like cs_cruise and some official maps. Thank you in advance for your answer, it's ok if it's a "no", in any cases, I like your work guys!
  12. Man! Thank you so much for this! I was struggling all day with the UV's and spent all morning watching videos and NO ONE spoke about those modifiers!! Thank you very much for all your hard work, I love what you do for the mapping community, I would have never got this far without your software and I'm sure I'm not the only one here!! P.S.: Love you again!
  13. Ow... haven't thought about those .... Will try right now. Edit : It works !!! @Terri I love you ! Thank you thank you !
  14. Hello ! I need help for the rendering of a model : Here on the first screenshot you can see a pile of plastic bottles and a cage, But when they are combined in one, the cage feels the need to cast some weird shadows on the bottles. I mean look at the direction of the sun light ! There is no need to cast a black shadow.... It looks pretty cool in the model viewer : Is the game considering the cage as a "closed box" ? Does it have something to do with the compiling parameters of Hammer? (I use Full compile - HDR only, I'm not good at those things, I just know that if I run it as Default I get black models) The model is composed of 3 .vtf: one for the texture of the cage(1024) one for te bottles(512) and one for the fence (512) with alpha and the following parameters : $alphatest 1 $allowalphatocoverage 1 $alphatestreference 0.4 $nodecal 1 $surfaceprop chainlink $nocull 1 (I tried $translucent instead of alpha test don't see the difference, the valve wiki says alphatest is a cooler translucent) I'm using Wallworm to export the model. I tried to separated it in 3 models cage / bottles / fence but with no success, when they are gathered in one, the ghost shadows appear. Is there a way to tell the game "hey look, there is a freakin hole in the model, see?! I can put my arm through it!!" Thank you very much in advance! <3
  15. Did it, seemed ok, and then MM and it works too! Thank you
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