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Gauss

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  1. Like
    Gauss got a reaction from Interfearance in GRAND PRIZE WINNERS Declared!   
    Way to go everyone! I had a good feeling Biome was gonna take home #1, glad to see these results  
  2. Awesome
    Gauss reacted to Yanzl in Yanzl's Source Emporium   
    Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
    Assets
    Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
    Breach
    Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. 

    https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0
    Thrill
    Assets from Thrill. Includes a zoo map.

    https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0
    Cruise
    https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0
    Resort
    https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0
    Zoo
    https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0
    Castle
    https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0
    Water Pack
    Collection of 4 different water textures that work both on high and low shader settings. Free to modify. 

    https://gortnar.com/vmt/liquids.zip 
     
    Source Engine Tools
    Streamline the Source engine workflow. Mostly substance stuff.
    Substance Shaders (and templates)
    Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.

    https://gortnar.com/vmt/sbs_shaders.zip
    https://gortnar.com/vmt/painter_templates.zip
    VMT Editor 
    PBR to Source
    A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.

    https://gortnar.com/vmt/pbr_to_source.zip 
    Radar generator
    Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0
    Sun color calculator
    A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
    https://codepen.io/gortnar/full/xYJGLj/
     
    If you have any questions, ask away!
     
     
  3. Like
    Gauss reacted to Ubuska in [UE4] Forerunner beacon   
    Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook.
    Here's the concept itself and my implementation captured within UE4.
     

     

    For this scene I used interesting technique - all assets made using custom vertex normals + bevels and tiling materials with no bake. Details made using deferred decals (normal, emissive).
    I can post some breakdowns if there is need for that. Let me know!
    Highres version here: https://www.artstation.com/artwork/BdXqk
    Also you can check my artstation for more stuff: https://www.artstation.com/gubin
  4. Like
    Gauss reacted to Jonny Phive in [CS:GO] DE-VENOM   
    UPDATE April 15 2018: Here is the workshop link
     
    In the works for three and a half years, with the help of Rabbid Monkey (Spencer Rose), looking to release this passion project of mine very soon ™ ! 
    Hidden deep within the jungle, a once-abandoned military base originally intent on destroying the world has been resurrected...
    Check out these snapshots into the new world of VENOM.
    Still WIP/Aplha & looking for feedback.
    Thanks to my brother for helping me make a badge/logo for the map 


     


     
     

     
     
     
     








  5. Like
    Gauss reacted to catfood in [CSGO] de_ruby   
    Hello!
    Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop!

    The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having:
    ~100 custom models
    ~60 custom materials
    ~100 custom sounds
    All based on the Portuguese city.

    The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. 
    There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake!

    Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. 
    And please let me know what you guys think of the end result!

    WORKSHOP LINK  
     

  6. Like
    Gauss reacted to Oliver in [CS:GO] de_Iris   
    This is an update on what we are up to 
    An Ice cream shop has just arrived on the map, and will be a nice set piece in Mid. 
     


    A large sign on the outside only adds to the charm 
     
  7. Like
    Gauss got a reaction from slavikov4 in [CS:GO] de_wildwood   
    Hello everyone! After completing a playtest with our loyal Mapcore group, I've gotten a lot of feedback and suggestions for the map. I've just finished working on the updated version, and will now explain what I've done with the map so far. Thanks again for coming to the playtest!
    These were the main suggestions/feedback brought up to me by other players, as well as some of my own ideas:
    Remove drop room @ bottom-mid Merge the two parts of B-sawmill, making the two paths to B more distinct. Should also combat CT aggression. B chokepoints don't make sense Make the T chokepoints at A more breathable. CT's should be scared to push. Move A-Heaven to the left, and replace it with the chokepoint that existed there. That way, snipers don't have a perfectly straight line to snipe from, and CT's have to push past the open heaven spot to reach the far-area of the site behind truck. I did my best to work on all of these, and the result is a map that's much more fun to play  I'll include some visuals to show the impact of these changes.
    Updated Radar:

     
    A-Site changes:


    The heaven chokepoint has been moved to a position where it is blocked partially by the tree. This prevents awpers from peeking into the side-chokepoint (T's) unless they completely expose themselves, and instead focuses their attention on the ramp-chokepoint. The position CT's would defend from beside heaven has now changed into a "construction" room, with claustrophobic dimensions that encourage close-quarter combat, that is, if the terrorists are able to cross the site and reach it. I've also changed the way rotations work around the back of A (CT's) — all of the paths are now contained inside of one main building, connected by a single "lobby" area. It branches out into:
    A-Main (includes a skilljump from the piece of machinery in the corner onto the catwalk)

    Hallway (leads to A-site heaven; contains spammable windows on either side)

    Drop/Construction Room (leads to A-site via construction room)

    and finally, CT Spawn [pic not included]
     
    B-Site changes:

    Artistically, I changed my reference from a log-fort to a fancy log-cabin. i.e. 
    But gameplay-wise,
    As the B-site has always been a desirable target for Terrorist rushes, it demands that CT's play intelligently and know their angles so as not to get picked off easily. Previously, it was a bit too easy for CT's — they could choose 1 out of a million different spots to hide, and often not even be seen by T's before shooting them in the back. It almost punished CT's for not playing spots which were close-up and obnoxious. Now, I've redesigned both the site and the pathways to it, ironing out the issues it had before. I wanted to keep the unique design of having a "lane" between the T-chokepoints and the site itself, as I feel it could open up some very interesting possibilities for both T's and CT's at different points in the round (i.e. easy flanks if no one is watching, setting up a CT to pop out lane and catch T's off-guard, decisive and powerful grenade usage, etc)
    Sawmill has been split into two distinct pathways (and B-long has been removed)
    1) Chokepoint in the center of B-Lane


    2) Chokepoint at the far end of B-Lane (allows for support towards the mid-lane players, or vice-versa)


    Less angles to worry about at center chokepoint (now only exposed to connector, a small portion of B-site, and a slight angle from Balcony; previously was open to attacks from 180° either side, multiple spots on site, as well as CT spawn)

    and lastly, Additional entry-point "Balcony" (can be used to look over almost the entire site, but has limited movement options)
     

    Overall, I feel like I have improved the quality of this layout tenfold, but not without the help of those who gave me tips and ideas for what I should change. I appreciate it a bunch! Feel free to let me know what you think of these updates, and if you have any more suggestions, I will gladly listen to what you have to say. Hoping to finalize this blockout portion of the map soon so I can start beautifying and transforming it into a realistic environment!
  8. Like
    Gauss got a reaction from Logic in [CS:GO] de_wildwood   
    Hello everyone! After completing a playtest with our loyal Mapcore group, I've gotten a lot of feedback and suggestions for the map. I've just finished working on the updated version, and will now explain what I've done with the map so far. Thanks again for coming to the playtest!
    These were the main suggestions/feedback brought up to me by other players, as well as some of my own ideas:
    Remove drop room @ bottom-mid Merge the two parts of B-sawmill, making the two paths to B more distinct. Should also combat CT aggression. B chokepoints don't make sense Make the T chokepoints at A more breathable. CT's should be scared to push. Move A-Heaven to the left, and replace it with the chokepoint that existed there. That way, snipers don't have a perfectly straight line to snipe from, and CT's have to push past the open heaven spot to reach the far-area of the site behind truck. I did my best to work on all of these, and the result is a map that's much more fun to play  I'll include some visuals to show the impact of these changes.
    Updated Radar:

     
    A-Site changes:


    The heaven chokepoint has been moved to a position where it is blocked partially by the tree. This prevents awpers from peeking into the side-chokepoint (T's) unless they completely expose themselves, and instead focuses their attention on the ramp-chokepoint. The position CT's would defend from beside heaven has now changed into a "construction" room, with claustrophobic dimensions that encourage close-quarter combat, that is, if the terrorists are able to cross the site and reach it. I've also changed the way rotations work around the back of A (CT's) — all of the paths are now contained inside of one main building, connected by a single "lobby" area. It branches out into:
    A-Main (includes a skilljump from the piece of machinery in the corner onto the catwalk)

    Hallway (leads to A-site heaven; contains spammable windows on either side)

    Drop/Construction Room (leads to A-site via construction room)

    and finally, CT Spawn [pic not included]
     
    B-Site changes:

    Artistically, I changed my reference from a log-fort to a fancy log-cabin. i.e. 
    But gameplay-wise,
    As the B-site has always been a desirable target for Terrorist rushes, it demands that CT's play intelligently and know their angles so as not to get picked off easily. Previously, it was a bit too easy for CT's — they could choose 1 out of a million different spots to hide, and often not even be seen by T's before shooting them in the back. It almost punished CT's for not playing spots which were close-up and obnoxious. Now, I've redesigned both the site and the pathways to it, ironing out the issues it had before. I wanted to keep the unique design of having a "lane" between the T-chokepoints and the site itself, as I feel it could open up some very interesting possibilities for both T's and CT's at different points in the round (i.e. easy flanks if no one is watching, setting up a CT to pop out lane and catch T's off-guard, decisive and powerful grenade usage, etc)
    Sawmill has been split into two distinct pathways (and B-long has been removed)
    1) Chokepoint in the center of B-Lane


    2) Chokepoint at the far end of B-Lane (allows for support towards the mid-lane players, or vice-versa)


    Less angles to worry about at center chokepoint (now only exposed to connector, a small portion of B-site, and a slight angle from Balcony; previously was open to attacks from 180° either side, multiple spots on site, as well as CT spawn)

    and lastly, Additional entry-point "Balcony" (can be used to look over almost the entire site, but has limited movement options)
     

    Overall, I feel like I have improved the quality of this layout tenfold, but not without the help of those who gave me tips and ideas for what I should change. I appreciate it a bunch! Feel free to let me know what you think of these updates, and if you have any more suggestions, I will gladly listen to what you have to say. Hoping to finalize this blockout portion of the map soon so I can start beautifying and transforming it into a realistic environment!
  9. Like
    Gauss got a reaction from gamez7 in [CS:GO] de_wildwood   
    Hello everyone! After completing a playtest with our loyal Mapcore group, I've gotten a lot of feedback and suggestions for the map. I've just finished working on the updated version, and will now explain what I've done with the map so far. Thanks again for coming to the playtest!
    These were the main suggestions/feedback brought up to me by other players, as well as some of my own ideas:
    Remove drop room @ bottom-mid Merge the two parts of B-sawmill, making the two paths to B more distinct. Should also combat CT aggression. B chokepoints don't make sense Make the T chokepoints at A more breathable. CT's should be scared to push. Move A-Heaven to the left, and replace it with the chokepoint that existed there. That way, snipers don't have a perfectly straight line to snipe from, and CT's have to push past the open heaven spot to reach the far-area of the site behind truck. I did my best to work on all of these, and the result is a map that's much more fun to play  I'll include some visuals to show the impact of these changes.
    Updated Radar:

     
    A-Site changes:


    The heaven chokepoint has been moved to a position where it is blocked partially by the tree. This prevents awpers from peeking into the side-chokepoint (T's) unless they completely expose themselves, and instead focuses their attention on the ramp-chokepoint. The position CT's would defend from beside heaven has now changed into a "construction" room, with claustrophobic dimensions that encourage close-quarter combat, that is, if the terrorists are able to cross the site and reach it. I've also changed the way rotations work around the back of A (CT's) — all of the paths are now contained inside of one main building, connected by a single "lobby" area. It branches out into:
    A-Main (includes a skilljump from the piece of machinery in the corner onto the catwalk)

    Hallway (leads to A-site heaven; contains spammable windows on either side)

    Drop/Construction Room (leads to A-site via construction room)

    and finally, CT Spawn [pic not included]
     
    B-Site changes:

    Artistically, I changed my reference from a log-fort to a fancy log-cabin. i.e. 
    But gameplay-wise,
    As the B-site has always been a desirable target for Terrorist rushes, it demands that CT's play intelligently and know their angles so as not to get picked off easily. Previously, it was a bit too easy for CT's — they could choose 1 out of a million different spots to hide, and often not even be seen by T's before shooting them in the back. It almost punished CT's for not playing spots which were close-up and obnoxious. Now, I've redesigned both the site and the pathways to it, ironing out the issues it had before. I wanted to keep the unique design of having a "lane" between the T-chokepoints and the site itself, as I feel it could open up some very interesting possibilities for both T's and CT's at different points in the round (i.e. easy flanks if no one is watching, setting up a CT to pop out lane and catch T's off-guard, decisive and powerful grenade usage, etc)
    Sawmill has been split into two distinct pathways (and B-long has been removed)
    1) Chokepoint in the center of B-Lane


    2) Chokepoint at the far end of B-Lane (allows for support towards the mid-lane players, or vice-versa)


    Less angles to worry about at center chokepoint (now only exposed to connector, a small portion of B-site, and a slight angle from Balcony; previously was open to attacks from 180° either side, multiple spots on site, as well as CT spawn)

    and lastly, Additional entry-point "Balcony" (can be used to look over almost the entire site, but has limited movement options)
     

    Overall, I feel like I have improved the quality of this layout tenfold, but not without the help of those who gave me tips and ideas for what I should change. I appreciate it a bunch! Feel free to let me know what you think of these updates, and if you have any more suggestions, I will gladly listen to what you have to say. Hoping to finalize this blockout portion of the map soon so I can start beautifying and transforming it into a realistic environment!
  10. Like
    Gauss reacted to El_Exodus in Mapcore FACEIT Hubs   
    Yesterday, we had a productive discussion on Discord about the future of the Faceit Mapcore Hubs. This is a summary of said one:
    Mapcore 5vs5 Hub concept:
    We aim for a Map pool of 7. The maps in the pool rotate every month. The monthly 2 least played maps get removed from the pool at the end of a month and 2 new maps get added at the beginning of the following month. These new maps are being chosen through a poll which is prepared by Hub moderators and posted on reddit/Twitter/Hub webpage (More on that later). This poll should be under a week away from the next month to stay relevant for the voters.
    The map pool should be managed by the Hub moderators through a specific Steam Workshop Collection (linked to the Hub via Hub settings) to enable some independent managing from the Faceit Staff. ( @fabE )
    Leaderboard winners should receive Faceit points to help growing the Hub. This should be a win-win situation for every party involved. It draws more people towards Faceit as a community map run map pool is rare and players have an incentive to play more games and improve their skill on community maps.
    Events are planned as well. Each event is aimed to be half a month long (starting either on the 1st or 15th of a month) to allow consistency in the time management so players are always able to assume when new events start/maps get added to the pool. An already thought through idea for events are past Operation events. These flashback events allow players to revisit maps from old Operations. These events could be advertised through a special site on the Hub webpage similar to the official Operation webpages (http://www.counter-strike.net/operationwildfire/) and maybe even small trailers which showcase the map pools. After events, the map pool returns to the usual rotation.
    Hub design: The banner and Hub description (/Rules page) should be adjusted to every monthly map rotation/event.
    Hub webpage: If possible we'd like to use a subdomain of Mapcore (Hub.Mapcore.org) to showcase information, statistics about the Hubs and more. ( @Thrik )
    This webpage could contain the following content:
    *Linked/embedded polls for new map pool maps
    *Hype page for certain events
    *Links to the hubs
    *View current/past map pools (e.g. images and development graphs) -> link the workshop collection
    *Infographs of played maps. If possible fully automated demo analyzing ( @Terri )
    *Calendar of upcoming events
    *Players of the month / Leaderboard

    *Video Highlights
     
    The map rotation should be in place prior to April so we have the first full month of map rotations running by then. (Current plan: Top4 Contest winners, Grind, Subzero, Breach)
    The first poll to swap out maps will then be at the end of April.
     
    Open questions:
    Are there statistics coming for the Hubs to see e.g. the distribution of played maps?
    Should single maps in the pool be time limited? Discussion allowed!
    Who would be willing to work on a Hub webpage?
     
    Mapcore 2vs2 Hub concept:
    If possible we'd like to see a Wingman Hub as well. A Hub like this would be relatively easy to run right off the bat due to it being in need of less players to start a game. ( @FMPONE, @fabE )
    This Hub could serve as a playtesting Hub of WIP maps at first, as the supply for these maps is still fairly low.
    It could then later down the line transform into a Hub for finished maps only. Time will tell.
    The map pool can also be larger than on 5vs5 as learning these maps is not as time consuming.
  11. Like
    Gauss reacted to TopHATTwaffle in GRAND PRIZE WINNERS Declared!   
    Hey Yall! Here is a video walking you through it!
     
     
  12. Like
    Gauss reacted to Pizza in [CS:GO] Central (Workshop link posted)   
    Pushed out an update in advance of some play testing today (imgur album), it includes various layout changes based on initial feedback from the first session of playtesting.
     
    My favorite change however is how much better the arches look with proper smoothing:

     
    Mid is still a bit big and open though... still working on it...
  13. Like
    Gauss reacted to Pizza in [CS:GO] Central (Workshop link posted)   
    So this is my first attempt at making a map for CS:GO, looking for feedback any feedback especially on layout adjustments, I think I've got a pretty good grasp on the theme I'm going for at this point.
    Workshop Link
     

     

     

     

     

     

     
    More screenshots here.
  14. Like
    Gauss got a reaction from jd40 in GRAND PRIZE WINNERS Declared!   
    Way to go everyone! I had a good feeling Biome was gonna take home #1, glad to see these results  
  15. Like
    Gauss got a reaction from FMPONE in GRAND PRIZE WINNERS Declared!   
    Way to go everyone! I had a good feeling Biome was gonna take home #1, glad to see these results  
  16. Awesome
    Gauss reacted to FMPONE in GRAND PRIZE WINNERS Declared!   
    At Mapcore, we believe in empowering the mapping community.
    We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers!
     
    It is now our privilege and honor to declare 4 Grand Finalist Maps.
     
    4th Place
    Kaizen
    by Andre Valera, & Jakuza

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $500!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919
     
    3rd Place
    Studio
    by ZelZStorm, TanookiSuit3, & Hollandje

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $1,500!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926
     
    2nd Place
    Abbey
    by Lizard, & thewhaleman

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $3,000!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299
     
    GRAND PRIZE WINNER
    Biome
    by jd40

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $5,000!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995
     
     
     
    ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool.
     
    Last but not least, THANK YOU for making this another special 'Core event!
     
     
    "May Hurg guide you..."
     

  17. Like
    Gauss got a reaction from maxlevelboi in [CS:GO] de_wildwood   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283
    Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps.
    I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages.
    There are plenty of visual additions I want to make:
    - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones.
    - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change).
    - Create a custom redwood model for the A-site landmark.
    - Lake with floating logs, connected to railroad. (Based on real life lumber mills)
     
    If you have suggestions or critique for the map layout, feel free to comment about it   I'm looking forward to completing this map and designing it to be as fun to play as possible.
  18. Like
    Gauss got a reaction from zombi in [CS:GO] de_wildwood   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283
    Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps.
    I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages.
    There are plenty of visual additions I want to make:
    - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones.
    - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change).
    - Create a custom redwood model for the A-site landmark.
    - Lake with floating logs, connected to railroad. (Based on real life lumber mills)
     
    If you have suggestions or critique for the map layout, feel free to comment about it   I'm looking forward to completing this map and designing it to be as fun to play as possible.
  19. Like
    Gauss got a reaction from Quotingmc in [CS:GO] de_wildwood   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283
    Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps.
    I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages.
    There are plenty of visual additions I want to make:
    - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones.
    - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change).
    - Create a custom redwood model for the A-site landmark.
    - Lake with floating logs, connected to railroad. (Based on real life lumber mills)
     
    If you have suggestions or critique for the map layout, feel free to comment about it   I'm looking forward to completing this map and designing it to be as fun to play as possible.
  20. Like
    Gauss got a reaction from Terri in [CS:GO] de_wildwood   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1199504283
    Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps.
    I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages.
    There are plenty of visual additions I want to make:
    - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones.
    - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change).
    - Create a custom redwood model for the A-site landmark.
    - Lake with floating logs, connected to railroad. (Based on real life lumber mills)
     
    If you have suggestions or critique for the map layout, feel free to comment about it   I'm looking forward to completing this map and designing it to be as fun to play as possible.
  21. Like
    Gauss reacted to Jax0 in [CS:GO] De_PointBlank   
    Hi Everyone,
    This is my first Hammer map*, also my first CSGO map aaaand therefore my first Source map in general, so I'm a little late to the party but heyyy it's nice to be here at last.
    So far I've spent about 7 or 8 days on it over 4 weeks. Roughly ~ 80 - 100 hours I'd say? I spent a lot of time playing bomb defusal and learning all the mechanics before jumping in of course. And watching some online matches to see what hacks players can exploit in the engine, and trying to design with all that in mind. It's actually a lot fun!

    *I've dabbled, but never made a full map
     
    So, what is de_pointblank?
    The story is a terrorist/rebel group are infiltrating a weapons development facility hidden in the mountains with the goal of destroying either the weapons cache (A) or the giant satellite dish (B)
    It's called pointblank as I was aiming to frequently funnel players into fairly close crossfire scenarios in enclosed spaces.
    There are three main paths. Either through the HQ, or the mid-lane via the waterway, or through the server room which links A and B on the upper level. 
     
    Here's a general diagram and overview of the initial layout:

    EDIT... I added a hallway between 'Turbine' and B
    and Turbine is just a courtyard now, really
    Amended layout in-editor, first greybox pass...

     
    Some early wip shots...
     Bombsite B

     
    Courtyard

     
    HQ

     
    Bombsite A

     
    And so far this week I've been learning a *lot* about lighting and prop placements and the difference between static props and dynamic props, so on and so on. 
    I'll finish by just attaching some of the latest images. 
    Aiming to have the map done asap! Want it in my portfolio







     
    PS: I think I'm not enjoying the fog. It's hard to get it right and might be better off totally without!
    I'm open to feedback, C&C! I'm learning a *lot* as I go along, so forgive me of any rookie errors haha. (But also please point them out. I need to know how to improve!)
  22. Like
    Gauss reacted to Lefty in de_studio   
    I haven't updated for ages so here I go:
       One thing I've learned is that everything is subject to change for the better so don't fall in love with your first draft. Compare V1 and V3 together and you can tell lots has changed. Not only the layout of the map  but the map's functionality, size of areas, choke points and gameplay styles ect. Playtesting your map is important but, what is more important is how deal with feedback and incorporate it into your map.  Constructive criticism is important for pointing out the flaws of your map that you otherwise would have failed to notice in the first place. Not all feedback though will benefit your map so take everything with a grain of salt. Great video for that Here.
       When I finished with V2's revise I thought it was final and there was't anything I need too improve. After my 2nd playtest I soon realized there was way more to improve upon. The negative outweighed the positive by a lot. Nothing unsalvageable but tons of small issues of the map built up. That's why just looking at V3's layout is way easier to figure out the paths to sites then V2s layout. If your interested in seeing ether playtest I'll post it: -Playtest1 -Playtest2
      biggest lesson learned don't ever create so much dead space in a map that it's literally "dead space". It's been coined the name No Man's Land during a playtest. I love the fact that it shrunk significantly in each version.

    Here is some screenshots of progress.








  23. Like
    Gauss reacted to grapen in de_berth   
    Made some slight changes to the lighting and palette. Will hit the workshop tomorrow.

  24. Like
    Gauss reacted to Roald in de_burg   
  25. Like
    Gauss reacted to Lizard in Abbey   
    Bunch of new screenshots!
    Mid:

    A route:
    B route:

    CT spawn:

     
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