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  1. wylde


    New map themed around an old salt mine turned mining museum and storage facility. Could use more displacement sculpting, texture work, modelling, lighting etc., but deadlines be deadlines. Started a new map back in August with the intention of finishing it for this contest. In order to accomplish this I chose an entirely indoor setting to avoid making a 3d skybox. I focused on making textures and crafting a playable layout over making custom models as I didn't have time with this project. Non-custom assets come from publicly released packages on mapcore.org, textures.com, and 3dtextures.com All feedback is welcome. Thank you for viewing! DOWNLOAD LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=1115417071
  2. wylde


    A modern railway museum is the target of a terrorist bomb threat. Counter-terrorists have been called in to protect the museum's outdoor cargo trainyard exhibit as well as its historic railway turntable, featuring two centuries of antique steam engines. Inspiration drawn from various modern railway museums, particularly Kyoto's. Was working on this map layout for a few months but had to step away to focus on finishing my studies. Now that school is over, I am back to mapping. I've done some internal testing, timing, and casual 2v2 and 3v3 play, but I just scheduled this map's first THW Casual playtest for Jun 10 @ 2pm. Currently somewhere between graybox finalized and temporary assets placed. I plan on spending this summer making custom models and textures for this bitch (hit me up if you are interested in working on assets with me). Right now I'm looking for any layout feedback. What areas are fun, which aren't, which are confusing, etc. As models will change, clips and bomb spots aren't that important, but I'd like to know about anything major I missed that would be useful to fix before the first playtest. I am just looking for any input at this point before I begin my heavy art passes. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=762603900 Circles indicates battlefronts: Thanks for checking it out!
  3. wylde


    This looks very nice. Congrats on the release! When you take a look at the map in a week or two to address some small things, I think a few tweaks to the lighting/some textures might make it look better, but Squad probably hit it on the head already. There is an (unintended?) cartoonish effect from the current bright colors that is similar to de_pharoah's early builds, which were eventually addressed and made for a much more visually appealing map.
  4. I don't have an answer but I am interested in the solution. A map I am working on has many trees and plants and I can't seem to figure out the best model settings. What're the best practices? Do I disable per-vertex lighting? Disable self-shadowing? Both?
  5. wylde

    [CSGO] de_ruby

    I haven't said anything because honestly I'm just mad jelly, but god damn does this map look great, and I can't wait to see more progress pics!
  6. So I am a little late to the party, and I can't experiment with this myself right now, but what would happen if instead of a func_detail nodraw and grenade clip combo, you tried a func_brush nodraw with the solidity set to 0 and grenade clip + player clip combo? In theory, func_brush with 0 solidity is 100% penetrable blocks LOS for bots/names (I'm hoping) blocks the flash effect of flashbangs (I'm assuming) and grenade clip + player clip obviously bounces nades blocks players **To clarify, by 0 solidity I actually mean 1: Never Solid.**
  7. I can't run around it now to give layout feedback, but here are a few suggestions: I think the light_environment's brightness/ambient can be raised a bit. It took me a while to realize all the good maps have like 600 brightness and 200 ambient, which removes many of those those dark shadows. Changing the skybox from dust (use one of these https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List) will do wonders for the overall appearance as well. Other than that, I think you have a good start based on the minimap layout and the screenshots! Might be close to time to schedule a playtest.
  8. Guys, I apologize for how basic these questions are, but I recently got the student license for Substance Designer and Painter. As I am starting work on my second CS:GO map, this time I wanted to create some custom textures from scratch, and these programs seem like the new industry standard for texturing and skinning models. Before I delve too deep into either, I just want to make sure I understand the basics. Do these tools work in such a way that SD is used to create "materials" (like brick wall textures and grassy textures), while SP is used to apply these materials to models (with some overlapping features between SD and SP)? For example: If I wanted to make CS:GO textures, would I use SD to create substances which I then export as bitmap and convert to VTF? If I eventually make my own models (or want to re-skin a Valve one), would I do it in SP? Using substances made in SD? Or am I way off base? Alos, if there are any CS:GO specific guides with SD and SP I would love to know about them. Thanks for any help!
  9. wylde

    [CS:GO] Thrill

    Been looking at the dev screenshots of this for months with anticipation. Ran around this map for 20 minutes yesterday and was truly stunned by the visuals. My favorite color is orange, so I was really into the orange highlights and decals on white and silver backgrounds. The castle area is great, the roller coasters and queues look amazing, and the playable areas seem well proportioned. I think this map likely has the same problem de_santorini had when it was first released—one or two superfluous little connectors. I wouldn't dare suggest which these are without some more playtesting, but I hope you guys are open to removing a connector or two (or vent) eventually for the sake of competitive balance. Incredible work. I look forward to playing this in the operation!
  10. It is usually ok/necessary to have some models be a little off/into the ground as long as they don't create any visual bugs once you compile.
  11. wylde

    [WIP] de_pharaoh

    I played this on the reddit play test a week or two ago and have been following along with the blog posts. Great map, the visuals and theme are very strong. The gameplay in most individual areas felt very good to me, but I had a feeling that all the tunnels heading toward A were a little intimidating for Ts. As a T, I wanted to go B every round, smoke off mid, and slowly work my way in to a pick. Trying my luck in A halls felt like a CT flank was always nearby. And T walks through A tunnels are ended with two long hallway peeks, one a head peak on stairs. In short, it is really tough as a T to attack A. As a CT, I wanted to flank A tunnels into gift shop mid or T spawn every round. I have a layout suggestion that wouldn't be too difficult to implement even in this late of a stage, but I think this simple route change could make the map much more intuitive to play. It makes mid more attractive for Ts to take as it would provide an entry to A that isn't available from A Halls, make A a simpler site to hold for both teams, and declutter the radar a tiny bit. It also allows Ts to plant in A and then rotate through A halls to the other A entrance in a more reasonable amount of time, or CTs to fake which entry they are retaking from. Current Radar: Hypothetical Route Change: Anyways, even without any layout changes, this map could easily be in the next operation. Fantastic work!
  12. This looks really nice. Do you think you could make it into a bus/train/subway/ferry station instead?
  13. The main post says I need to request the feedback and/or demo from my playtest of de_stolen, so I guess this is me doing that. No rush though. I'm not sure how long it usually takes to do these things.
  14. I will be working on simplifying textures overall and replacing a few stock ones with custom ones over the next few weeks. Any particular examples you can provide would help!
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