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tchick

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Everything posted by tchick

  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
  16. Oh ok thank you for your answer... I did reconnect to a MM match ... I hope I wont be kicked again
  17. Hey! Sorry to post it here, I was working all day on those models and now I started a Matchmaking game and after about 6 rounds, the game disconects me and I get a VAC error Oo Something is blocking VAC on my computer ... It redirects me on this page : https://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837 They tell me to remove all custom textures and skins .... I have been changing the mdl and vtf files all day and I'm on windows 8 (the worst one) Did you guys had anything similar? I'm affraid I don't want to lose my account, I just make maps and models, I don't even play the game that much...
  18. Hey I was pushing the displacements to its limits and... my mind stopped working, could someone please help me here : I have a river which flows arround a mountain, but how do I make the "corner"? I cant use triangles because it should be "displacable" and I cant "skew" the squares because the texture on them will be wrong ... my mind just cant understand it lol Plz hlp thx Edit : Ok I got the answer : (thx Quotingmc) I just have to make a smoother turn ... http://worldofleveldesign.com/categories/sourcesdk-authoringtools/creating-roads-in-hammer-source-part5-curved-sloped-roads.php Thank you \o/
  19. Indeed you are right, it looks better when the saturation is toned down. I will work on it, thank you!
  20. Yes you are right we need distinc areas, I was thinking about this kind of stuff, refinery/gas station, a piece of abandonned highway (raod 66 a la Overwatch), mine, military base, indian territorry, farm ... Yeah, I will think about it
  21. Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=831791642 Hi! I didn't touch hammer for almost a year, I was missing fooling arround with it so I decided to do some 3D stuff and experiment new things with displacements and texture blends. I was happy with what I was doing so I decided to make an hostage map. It's located somwhere in the desert in the US (Arizona / Monument Valley / New Mexico?) Inspired by some american tv shows and beautiful national parks. A group of meth traficants are holding hostages in their lab located in the middle of nowhere and of course the local police forces will raid them. My todays progression: Displacements + models The displacementss in hammer are a pain in the ass to work with but I really wanted to make a map almost entirely made with them... we'll see how it will go... I managed to make the texture blending work. The "layout" is a little bit inspired by "cs_cruise" (map by Skybex). As I was stuck with "de_stars" for more than a year because I was stupid and narrow minded and started detailing too soon (even if I knew that it was a bad idea!), I wont make the mistake again. I want something clean, simple and a little bit minimalistic. I finished a layout I like! which is a big deal for me haha! The CTs will have a choice between 2 paths, they can run buy the top floor (canyon/ desert/ rocks... western wibe) or by the underground (old gold mine opening to a cliff side which will lead them to an underground meth lab near the T spawn) The cliff side (you can see the entrance to the mine at the bottom right near the hostage) For now it looks a bit like TF2, but I really want to try to paint the texture like the guys who did Newk and Infernew (30% cartoon, 60% realistic something like that) INSPIRATION : Monnument Valley in Arizona, Breaking Bad, especially the part from the last season where there is a meth lab in the desert in a tank truck underground and where the woman (lydia?) who supplied methylamine is rescued by Mike and she comes out from a hatch ... I couldnt find screenshots, but I like the idea of a Tank Truck / meth lab. And of course : Yo Mister White ! If I never finish the map, I will definitely make a small aim_map with this RV ! some people will probably enjoy running arround! Please let me know what you think, is it a good idea? Is it complete crap? Thank you! P.S.: It's my "fun personnal project", I'm currently working with Quoting and Violation on de_aviv but if someone here wants to make me some 3D player models of meths cooks in yellow jump suits with gas masks, I will definitely add them to the map!
  22. Hi Thank you all for your feedback! @Freaky_Banana Indeed, I removed a lot of unnecessary stuff (mostly props from old CSGO maps which are not at the right level of quality in therms of modeling and texture), I will redo those props myself. Visually speaking, I don't want the map to look like a generic industrial level, instead I'm aiming at something that will look like a cross between Cruise/Workout/Zoo/Santorinin (with my own touch!) which means I have a LOT of props and textures to make. @Lykrast Yes, I think I may have paked the wrong nav file :> @Rumblie Here are the original files : http://imgur.com/a/uX0a4 The quality is crap, I made them as placeholders for the map, I used textures and screenshots from google, do whatever you want with them, but dont sell them, don't use them in something you will sell bla bla bla, I might get into trouble P.S.: I read an article somwhere about "the art of emptyness" (I think it was posted by FMPONE on twitter... not sure, can't find it), on how to make a level look better and more interesting without adding more stuff... If someone knows what I'm talking about, please relink it to me
  23. thanks !
  24. Hi ! I made a LOT of mistakes the last few months, the biggest one was to start detailing before finishing the layout.... I was unhappy with the geometry of the map and it made me frustrated for months. I decided to redo almosdt everything from scratch. Im more happy with the layout now, I haven't playtested it yet, I will probably ask r/csmapmakers to help me with it. The map is not very well optimised, but enough to run through it and have an idea of the design. I was inspired by the work of Skybex on Workout and recently on Cruise, I like those maps, they look clean and are fun to play. Well... maybe Cruise is TOO clean, but anyway... I think I'm going in the right direction by cleaning all the mess I have done previously. You can access it and look at the screenshots on the workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=436573457 Thx for reading
  25. Yes please do.
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