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About Vanx

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    G.E. Deckard

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  1. My exotic place will have something do do with this Crypto-Coin. Maybe the estate of an crypto-whale in an exceptional place? Picked two reference images for a first idea.
  2. Hello Yanzl, what is the name of version B? In the detail-folder there is only: detailsprites_survival.vtf. Or must I draw a virtual line in the middle that cuts this sheet into two? And you wrote: The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. - do you mean with world space mask texture: test_massive9_grass_type.vtf? And my last question: If I make a small map that is for example only 1024*1024 in hammer, what will the tint.vtf and type.vtf look like? Is the hole hammer-grid the reference and I only can paint where my playable area will be? How does the game otherwise know, how big my map is? Thanks a lot.
  3. Vanx

    Residence Rescue

    Have played all the versions ... very cool, make more of this stuff!
  4. Vanx


    You're right. All this is very ugly - but wanted. The idea behind it is that a financial lobbyist pervades his wishes without respecting the history of the castle. Unfortunately, the explanation of the story has disappeared from my workshop page. As well as the thanks to tophattwaffle and yanzl. I'm not sure if I deleted them during an update or if anyone from steam did that cause they dislike the story. Is that conceivable? If not, I will reupload the text. The Story: The hacker group "Free money for all" (FMFA) is about to change the gobal financial system. A Special force team gets the order to secretly launch missiles from an old castle (property of a financial lobbyist) to destroy their main server.
  5. Vanx


    A litte update: I've added some new textures and props to make it look a little more natural and less empty. And I have found the old bagpipe sound .... Have fun https://steamcommunity.com/sharedfiles/filedetails/?id=1601196112
  6. Vanx


    Jipp, it is very clean compared to the standard of user-maps today, there has to be some fine-tuning. Only Yanzl seawater and the battleship are the skybox, will add some islands maybe. @FMPONE My girlfriend was not amused, but that is another story.
  7. Vanx


    In the year 2001 I published the map de_celtic for Counter-Strike 1.6, which became quit popular. Now I found the time to create a remake for CS:GO. The layout is carefully expanded with two new connections. In 2001 I used the editor Quark, so now I've started at zero with Hammer, making this one. I was a more-than-one-year-journey and without the TopHATTwaffle-tutorials this map wont exists. Hope, you have fun. Tell me, what you think, every comment is welcome. https://steamcommunity.com/sharedfiles/filedetails/?id=1601196112
  8. Just a short update: de_celtic is growing ...
  9. Yeah, and just two weeks ago, I've read your Man vs. Engine. Nice to meet you now ...
  10. It was march 2001 ... and I am still mapping (with some breaks): http://tara-hadrian.de/deckard/maps.htm It's very nice that some people remember the map, that feels good.
  11. I've posted a picture from another perspective: The overhang of the building is not as big as the first screenshots suggest. Nevertheless, there probably must bei be pillars. How easy or hard it is to defend the bombspot must be playtestet. I see the problem that you mean. There are three ways aside from the main route to get there and there is (will be) coverage for the attackers.
  12. the celtic bagpipes will be implemented in this version too.
  13. I'm not sure if a column interferes with the aesthetics of the building. But of course it is so long that the concrete has to be very good ...
  14. I`ve been working on a successor/remake of my old CS 1.6 map de_celtic. The layout will be the nearly same, maybe a little expanded. The screenshots show the CT-Start. It is a defusual mission with a difference, the counter-terrorists need to prevent the terrorists detonating one of their two missiles located in an irish castle. There is no overview right now, because the T-Start isnt finished. Not the correct way to make a map, but the timings are the same as in 1.6 - and it was important for me as an CS:GO-mapping-beginner (three months) creating the texture-sets and try to figure out how the buildings/scenery should look like. The old de_celtic picture also shows the CT-Start (with the building that has been demolished for the modern architecture.
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