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Serialmapper

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Serialmapper last won the day on June 7

Serialmapper had the most liked content!

About Serialmapper

  • Rank
    hobbyist leveldesigner

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  • Steam
    https://steamcommunity.com/id/serialmapper/myworkshopfiles/?appid=730

Profile Information

  • Real Name
    Septimius A.I.
  • Job
    histopathologist
  • Location
    Cluj-Napoca, Romania

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  1. Serialmapper

    [CS:GO] de_Alexandra

    @Roald Since i firstly made it for cs1.6 back in 2009, the map was ported to CS:S then to CS:GO and it's layout had been adjusted several times to balance the gameplay during this years. I had the chance to do so because despite the fact that it has the CT and T spawns too close, or it's somewhat unconventional layout, the map was/is popular on public servers in Eastern Europe, especially Russia, and Ukraine, and as i found out recently, in Brazil. In 2009 it took 4 days to finish it for CS1.6. this is it's first version for CS1.6
  2. Serialmapper

    [CS:GO] de_Alexandra

    today i updated my map, namely i made a little bit fancier radar (thanks to Yanzl's radargen.sbsar) and minor bug fixes(dark props that occured after a csgo update, clipping bugs, etc.). and this was the old version that was refurbished last year
  3. Serialmapper

    [WIP] de_aurelia (remake)

    It is not bad idea, but for now it is too late for this version. However i'm considering using it in a second version of this map.
  4. Serialmapper

    First Map de_Elysium

    https://steamcommunity.com/sharedfiles/filedetails/?id=127132324&searchtext=elysium
  5. Serialmapper

    [WIP] de_aurelia (remake)

    The old version was strange mixture of styles, predominantly "dust" type. For the updated version i wanted to be a unified theme and the best who fitted what i wanted, was something that i had seen in Italy: sunshine, palm trees, the sea and of course classic architecture like Italian baroque. It is a mixture of Italian landscapes that inspired me, not a particular one. I took elements that i liked and adapted them to my map.
  6. Serialmapper

    [WIP] de_aurelia (remake)

    All right, here are some screenshots. The map was submitted this Thursday and it gathered slowly, 18 "likes", and in like half an hour 14 "dislikes", and it's just a beta version. I sent a report to steam. Gamebanana was way better in handling this kind of issues. Workshop is like wild west.
  7. Serialmapper

    [WIP] de_aurelia (remake)

    @offtopic The map was in the second top position on the workshop today for a while, and then like in half an hour was downvoted 51 positions. Wow! it must be a really crappy map.
  8. Serialmapper

    [WIP] de_aurelia (remake)

    I uploaded on steam workshop a beta version of my project CS:GO defuse map, de_aurelia. This is a remake, represented by a visual and layout upgrade. The map is designed for a casual gameplay scenario, above 20 players. The theme wants to be some palace from Italy. Why Italy again, simply because there are palm trees, the sun is always shining and last but not least, it was pity not to use some of de_canals's assets. Of course not all of them are stock assets, some of the HD textures are made by me in Substance designer (some of the tiles and the plaster walls). I don't want to pollute the forum with screenshots, you will find some on steam workshop. The map still has some visual bugs, rough edges, exploit areas, that i am aware, but they don't impede the gameplay. If someone is interested to provide criticism , he or she are welcomed. I'm not in a rush to finish it so please take your time. Thank you.
  9. Serialmapper

    Level Design Help Files

    The default detail.vbsp file is located in the csgo folder, it hasn't been removed at all. I tried to use the ones from l4d2 provided in your link, but they don't work either. In CS:S they work and older versions of source engine, but in CSGO apparently they don't, and i want to find out why.
  10. Serialmapper

    Level Design Help Files

    bump
  11. Serialmapper

    Level Design Help Files

    Long story short: Since CSGO has a detail.vbsp file by default and has nice default detailesprites, I would like to use them on my custom blend materials. However from some unknown reason they don't work. Does anyone know how to make them work? the vmt i use is: "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend" "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" $NEWLAYERBLENDING 1 $BLENDSOFTNESS 0.2 $LAYERBORDERSTRENGTH 0.3 $LAYERBORDEROFFSET 0 $LAYERBORDERSOFTNESS 0.2 $LAYERBORDERTINT "{94 68 47}" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "detailsprites_house" "%keywords" "ground,dirt,blend" } the map properties are: the default detailsprites are:
  12. Serialmapper

    Counter-Strike: Global Offensive

    Finally! 29 march 2018 update[SDK] – Added support for uniform scale adjustment of static prop models. — To re-size static props, adjust the “uniform scale override” prop_static Hammer property, or use shift+mousewheel in the Hammer 3d viewport.
  13. Serialmapper

    [CS:GO][WIP] Sluis

    In Hammer? i am asking because it doesn't look like what usually beginners do in terms of geometry quality.
  14. Serialmapper

    [CS:GO] - De_Seed - Final release

    I like what you did with the displacement generator, you gave me new ideas I couldn't help myself and i had imported your heightmap to cryengine 5.4 after resizing it to 256 to approximately match the map size in csgo
  15. Serialmapper

    God of War

    The main character looks like a long term AAS user
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