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Serialmapper

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Everything posted by Serialmapper

  1. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    A few weeks ago i started a new defuse map with a desert/arabic fortress theme, using mostly custom materials made by me from pictures taken by me or from textures.com, then adjusted in phostoshop, gimp and bitmaptomaterial. The map has two levels. I'm using custom 4way blend materials and i really love them, they give me so much freedom. I'm not rushing to finish it. I hope to be able to test it in a few weeks. Below are some screenshots.
  2. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    this might help you
  3. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I updated the map on the workshop with the assets from the pictures above. here is a basic overview
  4. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    New arches and window frame.
  5. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    Initially i wanted to make a desert semi abandoned fortress complex, but the theme was too bright. Then i came across some pictures of moorish fortresses from Spain (Alcazaba), and i liked the combination of green vegetation and stone walls repaired with brick plus a touch of old plaster. Also i think that a bit of blue ocean adds a better contrast to those yellow/brownish and red walls. In the same time i started to make my own props: arches, windows, stairs, etc. I will refine the cliff displacements more while trying to avoid that nasty bug (player getting stuck in them), maybe i will add some rock/cliff props where needed. Anyway, i'm in no rush to finish it. For now i'm focused of improving my prop making skills, gives me so much freedom.
  6. Serialmapper

    DE_PAVEMENT

    indeed very strange , here is a link with it.
  7. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I made new arches and some stairs
  8. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I made a better arch on a third attempt. I love the combination 3dsmax and substance painter
  9. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I'm i the process of learning how to use the unwrap UW and more complex modeling in 3dsmax and how make textures in substance painter. I made a merlon, an arch, a stone door and a window. (maybe the arch is too smooth, but there is room for progres)
  10. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I'm testing different 4way blend materials. I am never pleased but i keep searching for that special ones
  11. Serialmapper

    [CS:GO] de_austria (WIP)

    I apologize for the off-topic When you have a 60Hz monitor and you have just over 60 fps, it doesn't matter if you don't have 300.
  12. Serialmapper

    [CS:GO] de_austria (WIP)

    @Radix , I think that you are too harsh on yourself. You did an amazing job in the limits imposed by the old and dusty source engine. I played this map many times on a 44 slot server at full capacity and nobody complained about frames per second ever.
  13. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    I made other sprites and some ivy props
  14. Serialmapper

    [CS:GO] de_aldebaran [WIP]

    de_aldebaran had become greener . I made some custom sprites for this (though i'm not quite pleased with them yet), also some pbr materials for the rocks. The screenshots are from a quick compiled map, so some elements are a little bit brighter than usual. I'm using Alcazaba for inspiration:
  15. Serialmapper

    Level Design Help Files

    Is there any solution to this problem, or i will have to wait for Valve to fix the vrad.exe?
  16. Serialmapper

    Level Design Help Files

    I want to update my map however after the last update, i encounter some lightning bugs (some props become darker, even if they have the shadows and the self shadowing disabled). I'm using the same compile settings, same everything. Does anyone have the same problems?
  17. Serialmapper

    awp_natural [CS:GO]

    Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me . Credis: @Yanzl for pines and ocean water STEAM WORKSHOP a picture is a thousand words but i guess a video clip is a thousand pictures
  18. Serialmapper

    awp_natural [CS:GO]

    I made a fantasy island in cryengine 5.5 sandbox using free assets form their marketplace. I wish that source engine could look like this and to be so easy to work with.
  19. Serialmapper

    awp_natural [CS:GO]

    I checked, no problem detected. The "misalignment" problem it's visible only from certain angles. On lower quality textures like the default ones it's not visible or barely visible.(maybe that's why cs:go doesn't have higher quality default water textures... just saying). I never encountered such issues with regular (non animated) textures when making 3skyboxes. Maybe the skycamera is the problem, the code within.
  20. Serialmapper

    awp_natural [CS:GO]

    As you suggested I made a wmt skybox water derived from the original one (water_ocean_blue) adjusting $flow_normaluvscale and $flow_noise_scale (diving both by 16). Also i remade again the water from the map (scale 160 instead of 4) and the 3dskybox (scale 10 instead of .25). The problems are not visible anymore from the player's level but visible only from certain angles, if you fly by at the map/skybox junction. Weirdly from those angles the texture doesn't seem to be misaligned but somehow the reflection are. However this is already very nit-picky and i think depends on the environment lightning angle and the skybox texture as well. At least now i know what parameters to modify in order to create a proper skybox water material. Thank you!
  21. Serialmapper

    awp_natural [CS:GO]

    I tried, but no effect. I guess these are the source engine limitations. It's not good for a world simulator like UE4 or Cryengine 5, just to name a few. For a non-professional like me, it took around 12 hours to make this map from scratch. A similar map in Cryengine 5.5 editor takes around 2 hours and looks photorealistic. In Far Cry 3 editor an island is generated instantly.
  22. Serialmapper

    awp_natural [CS:GO]

    Yes, in the 3dskybox there is a env_cubemap too.
  23. Serialmapper

    WIP in WIP, post your level screenshots!

    @blackdog awp maps may vary, most of them are quite flat and the line of sight is right from the spawn point, which is frustrating sometimes. Also they have a lot of walls and crates. Although symmetrical, this one i wanted to be as natural as possible, in the source engine's limits.
  24. Serialmapper

    awp_natural [CS:GO]

    Regarding the water texture from the skybox vs the alignment from the playable map, I observed that in the early stages and I did twice the operation described by you , however that "mis-alignement" appears after building the cubemaps and it is more visible from a height. To reduce that glitch i would have to enlarge more the map size to extend the water, or not to build cubemas at all. Unfortunately this is one of the limitations of the source engine. With this map i tried to do something relatively similar to what i did in cryengine. For the detail sprites i used large textures. A single plant was 512x512 pixels. The whole texture being 2048x2048 pixels, maybe that's why it looks super aliased. The danger zone update added from what i had seen only the ability to reflect the sun sprite, other that that in dz_blacksite the 3skybox is foggy, and the water texture is kinda blurry to mask that transition zone.
  25. Serialmapper

    awp_natural [CS:GO]

    It has arms race but with bots you go in the enemy base and slaughter them as they spawn. What goes well on it is flying scoutsman (but with awp's).
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