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Edude

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  1. Like
    Edude reacted to melc311 in [CS:GO] Limestone   
    Small art guide update and trying to put it in the map bit by bit to get a vision of how the map will look.





  2. Like
    Edude reacted to melc311 in [CS:GO] Limestone   
    While waiting to do the playtest, I've been working on the art style guide  to get a better feel of the theme and to see how many default assets I could get away with. I will certainly have to do model the balconies and a bunch of other specific props.

  3. Like
    Edude reacted to Geno in [CS:GO] Dharma (Bomb/Defuse)   
    Finally, fixed the lighting. The materials looked sort of full bright earlier because "Compute Reflectivity" was unchecked while creating vtf files. Adding latest screenshots.
    Feedback appreciated




  4. Like
    Edude reacted to Dabu in WIP in WIP, post your level screenshots!   
    here's a thing I made for my project, this is pretty much in WIP but you may remember this from the final level of They Hunger.
  5. Like
    Edude reacted to sn0wsh00 in WIP in WIP, post your level screenshots!   
    For those of you who have played the Bounty of Blood DLC from Borderlands 3, you might remember that the telezappers will distort your screen every time you look at them. Well, with the help of trigger_look, trigger_multiple, logic_timer and logic_relay entities, I (sort of) recreated this effect in CS:GO:
    You can download this map/demo here.
  6. Like
    Edude reacted to will2k in WIP in WIP, post your level screenshots!   
  7. Like
    Edude got a reaction from Geno in Maginot [Wingman]   
  8. Like
    Edude reacted to sn0wsh00 in [CS:GO] Screen distortion effect with trigger_look   
    If you've ever played Borderland 3's Bounty of Blood DLC, you might remember that the telezappers distort your screen every time you look at them. Well, with the help of trigger_look, trigger_multiple, logic_timer and logic_relay entities, I recreated this effect in CS:GO:
    You can download the map (tr_warp_screen) here.
    In essence, the map checks every 0.1 seconds to see whether the player is looking in the general direction of the portal/wormhole. If during that check the player is looking in the direction of the wormhole, then the map will distort the player's screen. If not, then the map will clear all overlays. If you want more details on how to do this in Hammer:
    First, create an info_target entity named "target_look_1" inside the wormhole/portal. Create 1 logic_timer entity and 2 logic_relay entities. Name the logic_timer entity "timer_1" and the two logic_relay entities "relay_1" and "relay_2." Set timer_1 to start disabled. For relay_1 and relay_2 create the following outputs: relay_1, relay_2. Relay_2 will be responsible for applying distortion overlay (effects/tp_eyefx/tp_eyefx) when the player looks at target_look_1, while relay_1 will be responsible for removing the distortion overlay when the player looks away from target_look_1 (via the command "r_screenoverlay effects/blank_fx") Now create a trigger_look brush entity with the following class info. Name this trigger_look entity "trigger_look1." This trigger_look brush must cover all the locations where you want the screen distortion effect to occur. For this map, I simply set this area to be the whole teleportation room. Create these outputs for trigger_look1. The timeout key value is the time trigger_look must wait until firing its OnTimeout output. In other words, if the player enters trigger_look1 but is not looking at target_look_1 after 0.02 seconds, then trigger_look will trigger relay_1, clearing the screen of all overlays. Moving back to timer_1, create the outputs seen here. What this will do is enable and disable trigger_look1 every 0.1 seconds Now create a trigger_multiple brush and have it cover the same area as your trigger_look entity. Name this brush "trig_mult" and set its keyvalues to the following values (ignore origin). Under trig_mult's output tabs, create these outputs. What this will do is enable timer_1 while the player is inside trig_mult and disable timer_1 (and clear all overlays) when they are outside trig_mult. Finally, create a logic_auto and a point_servercommand entity, naming the the point_servercommand entity "point_server." In logic_auto, set output to "OnMapSpawn," target entity to "point_server," via this input to "command", and parameter to "r_screenoverlay effects/blank_fx." What this command will do is clear the screen distortion effect at the start of each round. While creating tr_warp_screen, I also learned how to import custom HDR cubemaps in the map. I needed custom cubemaps because buildcubemaps creates the following cubemap for the wormhole:
    This cubemaps makes it look like you will be flying right into the teleportation machine if you go through the wormhole. When you actually go through the portal, though, you'll be teleporting out in the opposite direction, something this cubemap more correctly conveys:
    @Yanzl created this tutorial on how to create custom HDR cubemaps for CS:GO. For the cubemap crosses, here's the cross buildcubemaps (I think) created for my map:
    And here's the modified cross I made for the the custom cubemap:
    One final word. This custom cubemap looks correct only when you're looking at the wormhole from the front (which, on my map, is the X direction). If you look at the wormhole from the sides or from above, then this cubemap will appear incorrectly mirrored.
  9. Like
    Edude reacted to iamb in [CSGO] Darien   
    Hi guys,
    few weeks ago I finally released my map which was in the making, with long pauses, for something around 6 years I think. It is my first and only map for CSGO after mapping for some time for CSS.
    I rearranged and reworked it more times than I probably should but now I come to the effect which I'm quite proud of. The idea was to create a real setting, with theme being fight between revolutionaries of FARC and army of Colombia and with unique, non-qudratic layout. Figths took place on the streets of a small town in a middle of a jungle. Targets are barricade on the main road and army supply stack.
    Would love to hear your thoughts.
    Link to the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2762768822




  10. Like
    Edude reacted to Geno in [CS:GO] Dharma (Bomb/Defuse)   
    Hi everyone,
    I hope all of you are doing good and everyone around you is healthy.
    Squeezit and I are releasing the beta version of our map Dharma (which we originally intended to build for Exotic Places Mapping Contest LOL).
    The map is based on an old town along the ghats of Ganges in India. It's layout is a little different than the usual setup where CT spawn lies somewhere between both the sites. We decided to do it more like Cobblestone or Overpass, where the CTs are spawned on one of the sites, thus pushing the battle area a bit ahead.
    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758621609
    Screenshots:
     
     
     
     
     
     
     
     
     
     
     
    A few things are currently pending:
    Accurate radar (uses radar from the greybox build) Optimization Custom soundscape Tertiary level details and visual enhancements (little things here and there) Looking forward to the valuable feedback. Hopefully we'll release the final version soon.
  11. Like
    Edude got a reaction from Geno in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  12. Like
    Edude got a reaction from celery in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  13. Like
    Edude reacted to Jim F Kennedy in [CS:GO] Nightclub   
    Nightclub has finally released, again... (now as version 1.01)
    Workshop link (might not be approved yet)

  14. Like
    Edude got a reaction from Lefty in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  15. Like
    Edude got a reaction from Pivac in Maginot [Wingman]   
    Some more screenshots!









  16. Like
    Edude got a reaction from Roald in Maginot [Wingman]   
    More WIP screenshots!



  17. Like
    Edude got a reaction from Freaky_Banana in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  18. Like
    Edude got a reaction from RA7 in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  19. Like
    Edude got a reaction from will2k in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  20. Like
    Edude got a reaction from FMPONE in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  21. Awesome
    Edude got a reaction from NikiOo in Maginot [Wingman]   
    Thanks for the support! I was inspired by many references, one of them being Prodigy!

    The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
    Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.








     
    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
  22. Like
    Edude reacted to will2k in WIP in WIP, post your level screenshots!   
  23. Like
    Edude reacted to Torjan in WIP in WIP, post your level screenshots!   
    Originally inspired by Fallout: New Vegas, now I'm just going with the flow.






  24. Like
    Edude got a reaction from Roald in Maginot [Wingman]   
    Some more screenshots!









  25. Like
    Edude reacted to will2k in Maginot [Wingman]   
    Great work so far ?
    Giving me strong flashbacks of de_prodigy from CS:Source


     
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