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jd40

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Everything posted by jd40

  1. I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is . You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  2. jd40

    [CS:GO] Ravine (wingman)

    Hi all! I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately . The map is set in snowed in castle connecting two sides of a river. Layout: More screenshots: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084 Credits: Additional LD - @Quotingmc Deer head props - @Quadratic
  3. Thanks a lot for this awesome guide guys! Just wanted to add something, if you get this to work, you'll probably get strange lighting results. That's because vrad recently started doing something with lighting origins. When props are combined, the center of the newly combined prop will be used as the lighting origin. This can sometimes be inside brushes etc. You can fix this by adding -StaticPropLightingOld to vrad's params.
  4. Ohh yeah the one where you have to climb on some crates in a dark corner that don't even look like you should be able to get on. That one took me a while too lol. I was climbing all over the place but only looked up once I heard the inflating explody thing. I suspect the physics feel sticky because they tried to limit you from picking up too much weight? Could be done better for sure. First time I tried moving a ragdoll I thought it was stuck in the floor or something.
  5. Good point. I made the sun more orange initially to try and bring some more color to the map because our textures were a bit washed out. Jakuza ended up just recoloring all of the textures. The lighting can now go back to the first, more accurate style for sure.
  6. We are very much looking into giving it a "color pass" adding some colorful details on the pillars and walls.
  7. Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  8. Layout update: Shrinked the map to a more reasonable size. Moved A split closer to the bombsite entrances. Second B entry is now only connected to mid. Added more cover to both bombsites. Added a back path for CTs to bombsite B. Blocked some sightlines around T spawn. Here's a comparison showing the changes, radars by @Terri's auto radar!
  9. My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  10. Those are nothing special really, I just made a flat grid of 512x512 displacements and painted some geometry on Z axis.
  11. Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  12. jd40

    [CS:GO] de_austria (WIP)

    Had pretty much the same experience, except I knew the maps would be switched up in January (because I specifically asked). Didn't know the playtimes, was a little surprised it was biome that stayed, especially since it had the longest MM queue times. Would be good to have a playtime API like operation hydra did. I guess for now it's best to just ask them how your map is doing playtime-wise and hope they answer. Did you check out reddit comments? I think there's a lot of feedback in various update and map related threads on r/globaloffensive.
  13. jd40

    [WIP] de_biome

    Nice catch, I always forget this prop has no collisions on the bottom
  14. jd40

    [WIP] de_biome

    Thanks! I do think the map could do with another visibility pass, but never thought those little decals would be a problem. Thanks for bringing it up. As for A, I could replace some boxes with chemical tanks. Definitely gonna wait to see how it all plays out on the faceit tournament before changing the art.
  15. jd40

    [WIP] de_biome

    Thanks for the tips! definitely something I'll look at in faceit demos.
  16. jd40

    [WIP] de_biome

    Update! Thanks to all the feedback I've received I determined that bombsite A needed a few changes. There are now spots where you can comfortably hold the site without having to worry about getting shot in the back, whereas previously you basically had no chance but to fall back or push somewhere. Here's a gif showing the changes: Screenshots of the new bombsite and surroundings: And here's some other stuff I've updated recently but haven't posted in the thread: Wingman mode takes place on bombsite B Other improvements and polish:
  17. jd40

    [WIP] de_biome

    Thanks for the feedback! And also big thanks to everyone organizing this contest, it was fantastic. I agree that the cave rocks should be improved. I'll probably make some rock inset models, similar to the ones from hr dust2. Now I might as well use this post to share some progress. Haven't got much done since I had finals last month but there's still something. Upgrades to the swat van to make it fit Africa better: Replaced the last of placeholder brush/displacement dome parts with models, should give a small fps boost and it looks much cleaner. Added some construction guide stencil decals to spice up the plaster walls:
  18. jd40

    [WIP] de_biome

    Thanks for the tip. I was looking at some reference pictures and Africa does have a disproportionately high number of white/bright cars. But you're right, an odd dark/colored car wouldn't hurt.
  19. jd40

    [WIP] de_biome

    Another update this week! New 3D skybox Signposting New foliage (desaturated is new) I replaced the old textures with a new hr one. Still needs some tweaking, maybe bring some color back. I'd also like to make the jungle seem thicker in some places.
  20. jd40

    [WIP] de_biome

    Update: I made a second set of dome models. They have about 10% of the old models polys. I've been able to replace about half of them with the new cheap version without any noticeable difference. The other half will switch based on "Shader Detail" setting. I hope people will find the performance more acceptable now. On the visual side I've been detailing the floor and trying out some sun beam models.
  21. jd40

    [WIP] de_biome

    Thanks man I'll get right on these! Seems like you're the first guy who found the easter egg, congrats
  22. jd40

    [WIP] de_biome

    It's finally time for the release! Workshop download Since the contest deadline I've mostly been working on improving clipping, small lighting bugs etc. One notable thing I did is, I merged the modular dome models. The dome used to be made of about 2500 models, now it's only about 50. This improved the performance by about 15-20% throughout the map (on my system). I'm hoping to get some feedback on performance improvements. If this was successful on other systems too I'll try the foliage and other models as well.
  23. jd40

    [WIP] de_biome

    Here's the workshop link to my map to qualify me for the contest. It's been public all along anyway. Workshop download I'll be doing the re-release sometime in the coming week.
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