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Shibou

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Everything posted by Shibou

  1. looks quite nice. Please show us mor
  2. The map and the greybox you've posted look quite promising, especialy the paths to B are quite interessting.
  3. Again very usefull as all your other articles, yet even more straight foward and I think easier to understand for everyone who's new to optimizing a map at source. Well done, great job!
  4. Thx to everyone who participated in the playtest on sunday. The feedback we received will be very benificial for future iterations.
  5. for those who are interested in the callouts:
  6. Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment
  7. Most screenshots give me the impression of a blocky enviroment as you seem to have overly used 90 degree angles and straight lines... You could genrate some alteration by using displacements on the ground and some less intense displacements on the walls - i would not expect tp find so many perfect straigt walls/grounds in an old temple like that. Adding some decals like dirt and cracks to the walls will also help. If it fits to the theme you'd like to achieve you could also use some wood here and there like: wooden planks, walls, crates, etc. ... If you add some more foliage where the walls touch the ground you can also add some more aleration here and there. Besides that keep up the good work.
  8. that looks very promising, I'll check the workshop version out!
  9. Thanks for the compliment. There will be alot more dirt when we come to more detailing, it is already on the todo list.
  10. Just my first impressions from seeing the images: Judging from these screens you got a lot of verticality there which can be very beneficial for the layout and gameplay, but please dont overdo it for a CS map. The layout overview you've posted looks a bit to complex and both bombsites seem to be kinda cornered.
  11. everything i've seen so far is just impressive!
  12. the times to reach the bombsites are very different for the teams. CTs will get bored whilst waiting for the Terrorists. The layout looks very promising but i'd try to shorten the timings for Ts.
  13. I realy like that skybox, but I can hardly imagine a theme on CSGO that would fit to it. Maybe some terrorists on mars? If the light gets adjusted it could also be a a dessert on earth.
  14. that decorated car-wreck gives something special to the bombsite
  15. I did the same but my result didn't even look half as good as yours. It seems like you used multiple generators and blended them together... you should make a Tutorial on that als roof tiles are more complicated then bricks ;-)
  16. did you create multiple masks for every roof tile to get an individual shape or is it some generator?
  17. so de_contract is now being shifted into the Star Wars universe?
  18. Shibou

    [CS:GO] de_ridge

    could it be that the discription of your bombsites on the signes ingame and in the radar are exchanged ?
  19. For me it works now too. I can see the thumbnail and am having a pretty result. I am using SD 5.4.0 build 17856
  20. The one on the ceilling belongs to nuke, I am sure about the other one.
  21. @Steppenwolf I tried it yesterday night too, but same problem like @Vorontsov I dont get any error messages, just dont see thumbnails in the list.
  22. After some experimenting with substance designer and the help of some nice tutorials i've been able to generate a first simple texture of worn and old tiles (simply sticked to a tutorial so nothing could go wrong ^^ ) Creating custom textures for de_oakwood just became so much easier and faster, i realy love this tool!
  23. I started of with the official ones from Allegorithmic, but they are a bit complicated. I found an easier one for n00bs like me: https://www.youtube.com/channel/UC3rgNHnHdwBBrpG_WHOS-Xw
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