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Posts posted by Pancakesandsyrup123
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Do you want to collaborate?
THIS IS UNPAID WORKHi! Over the years I've made several maps with Hammer and I personally love mapping and game development. To see what I've managed, a link to my workshop page is provided down below.
For over a year now I have been excitingly working on this ambitious Portal 2 map, however due to college and lack of motivation I struggle to finish it.
I think it would be a shame if all that time and effort goes to waste, so now I'm seeking help. That's where you come in!I'm looking for an experienced indivudal who's well familiar with Hammer, who can finish one of the puzzle rooms for me. Then I can finish the rest of the map.
This is what I need help with.
The biggest obstacle for me is the second puzzle. The main structure and puzzle-design is already made, however it is not decorated yet.
I need you to make the whole room look overgrown and decayed, but you are free to be creative. I encourage you to add your own touch to it and make this room hella awesome!
We will chat together to see which changes make fit, and give insight to map details, but the process will be mostly up to you.Qualifications ..?
There are no qualifications, however if you have good experience with hammer you are likely to be prioritized.
I'd like to collaborate!
That's awesome! Just comment on this post that you want to join in, and preferably post a link to your workshop page.
If you stand out, chances are I'll send you a pm knowing you've been picked.(I will keep this post up till December 1st)
What will you get out of it?
Unfortunately, I won't be able to pay you. You will however be added as a contributer on the steam workshop, and be credited for your work.
I think it would be fun to make something together, so please tell me if you're interested!For reference, this is the sort of theme you will have to replicate:

Screenshot of the first puzzle.And here are screenshots of the area that you will be working on.

Above view




More reference photos in this zipped folder:
I'd say the map is about 70% complete, meaning you'll release a full map for the price of a 1/4. I hope you consider this opportunity and take it as good experience.
By contacting you will be provided with the map file (only the area shown), and I can give you more insight to the puzzle to give you a better idea for what to do.Additionally here is my steam workshop page: https://steamcommunity.com/profiles/76561198073108235/myworkshopfiles/
If you read through it all you are a super awesome person!
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Hi I'm pancakesandsyrup, I've been in the mapping scene for quite a while. Mainly on Portal 2, but I've made a decent csgo map too. I wish you all good luck on this contest
Update 1: I've made the greybox, and decided to go for a spain, small town setting.
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Ah shit, here we go again. Good luck to everyone who partakes!
- Interfearance, That50'sGuy, TECHNICKER and 1 other
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Hello everyone!
I make maps on the source engine, and today I just launched my website/portfolio. Any kind of feedback would be really appreciated!
Link: https://www.pancakessyrup.com/index.html
I didn't use a site builder, just raw html/css/javascript coding.
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Great video, very underrated.
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Hi, so I worked on this map for a while, but sadly, I don't think I will ever finnish it. So I thought, instead of deleting the map, I'd just share it with you. Do whatever you want with it, and have fun mapping. I'd love to see what you come up with
Here's the dropbox link: https://www.dropbox.com/s/8ph3a2z18irsp97/map_files.zip?dl=0
Here are some pics:



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Map download link (steam): https://steamcommunity.com/sharedfiles/filedetails/?id=1403454857
Please read the description =)

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1 minute ago, CaptainR3sPawN said:
Was this problem BEFORE using "r_novis" / doing what I said? because I clearly said to do this under a new map name as you don't break your current one.
If this has nothing to do with our solutions, you probably didn't use hint/skips properly.. if you don't reaaalllly know what you're doing, (I don't either when it comes to those) you should probably not try and optimize your map when you have just over 24 hours left...
Thanks, and you're right, I'm not an expert at mapping.
I believe this also happened before using "r_novis", but I didn't realize it until I set the graphics (shader detail) to high, because that's when it's most apparent. As you can see in the video, when I change back to low settings, it's less noticable.
However, someone else suggested it was due to many expensive textures/ textures with high shadow complexity. I still don't really know the issue, but I will gladly take your advice into consideration
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5 hours ago, CaptainR3sPawN said:
You have a few options but I don't think you can disable it after a compile;
Remove them and recompile under a new map name, or when in the mode, try and move your mouse around a little bit, it may start rendering other areas, this was always buggy for me but that would usually solve the issue
I am actually stumbling across every possible bug right now, would you please like to help me with this issue? This is happening to me now:
I'm sorry for begging, but I am really short on time and I really want to be in the contest
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Hey! This happens on my map de_retail, what could it be??
bigissue - converted with Clipchamp.mp4
Thanks, I would really appreciate any help!
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3 hours ago, text_fish said:
Probably not. Hint brushes tell the compiler how to cut vis leafs, so there's nothing dynamic about them. With a bit of tweaking of scale and camera location you can normally get everything to show up, but it can be time consuming.
FYI, you should put these questions in your WIP thread or in the 3D forum rather than "Gaming Discussion".
Okay, thanks I'll do that next time
3 hours ago, poLemin said:I think "r_novis" is the console command you are looking for. It disables the vis-system and renders the entire map at once.
Thanks! That's exactly what I needed
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I really like this, and I think the setting is awesome. Good work, and wish you good luck with the contest!
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Hi! I'm having an issue with creating the radar for my map de_retail (previously de_mall but I changed it), because when I type in cl_leveloverview (number) parts of my level are not being rendered, but I believe that is due to the hint brushes that I recently placed. Is there a way to deactivate them or toggle off their effects in game? Because I would like to have the full level rendered for the radar
Thanks for your attention, and good luck to everyone in the contest!
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36 minutes ago, CaptainR3sPawN said:
Yeah, the models aren't packed.
When using VIDE;
- Open the map in VIDE, press Scan.
- Make sure your directory is "common\Counter-Strike Global Offensive\csgo" (dont forget the start of your disk name, etc, etc)
- Press Scan, when done, press CNTRL + A, and press ADD (under file options)
- Now press Apply.
Update us if this helped.
55 minutes ago, FMPONE said:To me the most obvious possibility is that you’re not packing the map correctly.
Can your friends see any default assets at all?
Alright, thanks a lot guys! The map seems to be working now, both me and my bud see the textures without an issue so far. Thanks, it really means a lot to me, especially since the deadline for the contest is getting closer
Thanks again
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15 minutes ago, FMPONE said:
To me the most obvious possibility is that you’re not packing the map correctly.
Can your friends see any default assets at all?
I'll post a video so you can see
10 minutes ago, CaptainR3sPawN said:If you can see them but your friends cant then it's probably not func_detail or whatever,
What software did you use to pack? I recommend VIDE since it finds most materials/models automatically.
EDIT:
Also, when you say "I have packed the custom material multiple times", do you mean you tried multiple times on the same version mid development? because you're supposed to pack just once once you compiled a finished build
Yes I use Vide, I simple scan the Counter-Strike:Global Offensive/csgo folder, and just apply it
EDIT:
Yes, what I mean by that is that everytime I wanted to playtest the map with my friends, I packed the custom files. When I added new one's I packed them all again, am I doing it wrong?
15 minutes ago, FMPONE said:To me the most obvious possibility is that you’re not packing the map correctly.
Can your friends see any default assets at all?
Here you go, thanks so far!:
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Hey! Thanks so much for tuning in, because I really really need help. I've spent about a year on my map de_mall, and recently (today, November 26) I got this bug where none of my friends can see anything on my map, but I can!?
This is how I describe it:
When my friends join my map, the only thing they can see, is the ground or nearby walls, and surrounding them is a black box (actually multiple). It seems like there's a Grid of these black boxes, and it makes the map litterally unplayable . However for me, who has made the map, it seems totally fine.I have packed the custom material multiple times, and tried to polish it as well as I ever could.
This bug has never happened to my maps before, and this is what I did between last update:
- I added hint brushes and areal portals, but I removed them again because I thought maybe that was the issue
- I kind of went ham on the func_details, trying to add as many as I could.
I'm bringing this up, because on this https://developer.valvesoftware.com/wiki/Troubleshooting_Level_Design it says the following:
"Brush entities are black"
This can be caused by a corrupt entity. Recreate the entity by clicking Move To world, then Tie to entity in the Tools menu, or use the buttons on the New Objects toolbar.
The second cause, a common cause for map porting, is having the color keyvalue set to 0 0 0, which worked fine in Goldsource, but it shows for all rendermodes in Source.Thanks for the attention, and I would be so grateful if anyone could help me out and this issue!
EDIT:I linked a video showing the problem down below.
Also, this could very well be linked to the issue, so here's the deal: I didn't experience this before, but just noticed that for some reason when I look around in certain areas, parts of the level disapear and if I look another direction, it comes back again. All this started after I did the things listed above.
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5 minutes ago, Radix said:
Yeah, maybe not the easiest way, but it's still simple enough and it works. So what?

True that

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9 hours ago, Radix said:
Thanks, but this seems like such a work-around.. do I really have to install Source SDK with HL2 and everything just for Propper? I've seen people saying that there's an easier way in which you can make props directly using the csgo sdk. I'll try this out if there is no other way though, thanks again.
EDIT: Nvm I think this will work fine, thanks!
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NOTE: I no longer need help with this issue, thanks to Radix for helping out

Hi! Thanks a lot for your attention. I'm looking for anyone who are willing to help me with this issue: I am currently making a map for csgo and I've hit the T-junction limit (Basicly the amount of func_detail brushes that are touching world brushes), and it seems that the only 'good' sollution is to convert some func_detail brushes into Props using something called "Propper"
This badboy: https://developer.valvesoftware.com/wiki/PropperHowever I really can't find any good tutorials or guides on how to install, and also use propper. Even worse is that apparently for csgo it's a bit different, but noone I've found has really touched upon this. The good tutorials I find are for the outdated version, which doesn't work, and the tutorials for the newer version don't make sense..
- Note that I am not really an expert when it comes files and stuff, I have also never used "propper"
- Also, could it be because I got csgo installed on my E: disk? Anyway:Now if someone would be so kind and explain to me with an easy to understand guide on how to propperly install "Propper" to csgo sdk, and preferably also a section on how to convert func_details into props using it, that would really make my day
Thanks again.
And in case you're wondering, I'm also entered in the MapCore mapping contest of 2017 for csgo, so this would really help a lot!
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Hi! Could you perhaps post some screenshots of your project so we can see and maybe give feedback and thoughts on your map? Your description is giving good vibes!
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Really cool idea!


[Portal 2] Trial of Order
in Level Design
Posted · Edited by Pancakesandsyrup123
Hi! I completely forgot to do this. The map has been out for about two weeks now, and even had an update today. I'm glad you clicked!
Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1999336985
Some factors
The map wouldn't have been here, hadn't it been for the amazing TWP and Mapcore communities! Thanks guys