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tchick

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Posts posted by tchick

  1. 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:

    Spoiler

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    Radar:

    Spoiler

    radar.jpg

     

  2. 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 :)

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  3. 44 minutes ago, blackdog said:

    I was expecting a day setting, seems a bit too dark, doesn't make justice to the great art you have there.

    Other than that grats for the release and good luck!

    I voted for daytime at first, my team did prefere night, we were thinking of making 2 versions... maybe one day!

  4. 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 !

  5. Little Update :  @Quotingmc suggested night time :
    20170514194231_1.thumb.jpg.880c8c3fed243e8f2db0358b116c9e6e.jpg20170514194342_1.thumb.jpg.425b9b413f433e956da744c9e76b44a2.jpg

    Also need some help/advice :
    I tried to make models for the lights on the sides of the boat :
    20170515183317_1.thumb.jpg.ef01abdefb57cbe060961f9bcf118d3a.jpg

    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

  6. 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!

  7. 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,20170107160154_1.jpg

    But when they are combined in one, the cage feels the need to cast some weird shadows on the bottles.
    20170107160203_1.jpg

    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 :
    modelsprops_israelrecyclecage.mdl.jpg

    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

  8. 16 minutes ago, grapen said:

    That's a common issue and has nothing to do with your custom content, unless they are directly modifying the official game files. You won't lose your account, it has happened to pros, at lans. The underlying issue can be one of very many, so it's hard to troubleshoot. When I had the error it was due to my antivirus not liking VAC.

    Oh ok thank you for your answer...

    I did reconnect to a MM match ... I hope I wont be kicked again :(

  9. 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...

  10. 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"?
    riverjunction.jpg
    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/

  11. 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

    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 :P

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