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wylde

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  1. wylde

    de_saltmine

    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 3d
  2. wylde

    de_modern_beta

    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 C
  3. wylde

    DE_Portugal

    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 clo
  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 so
  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 playtestin
  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
  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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