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Everything posted by TheOnionChef

  1. Hi there, I'm deciding to start a new thread since I've found that I've made a lot of changes with my new partner on the map, Peake (Cumbre, Leisure), who helped with optimization across the entire map and made the framerates much more playable. Besides optimization, core elements of the map have been improved for both increasing the competitiveness of the map, such as more cover around two of the three paths on the map, as well as a rework of some of the visuals and materials used on the map. Here are a few screenshots of the map which will be releasing on the main version of the workshop entry within the next two weeks. Here is the workshop link, which will be updated once changes are finalized on this version of the map! https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 Cheers, celery
  2. Alright. Here's a look at my new map, Paradise 2. Working with Sir Thomas (Stardust, Submerged, Coverup), iiTwins aka Kroketmayo (Pithead, Aurora), Jayk_of_all_Trades, and Jonmcbane. Still very early, but here's what we've done in about 2 or 3 weeks worth of work. More map images: Can't wait to post more updates, and eventually write my MapCore article. Cheers, TheOnionChef aka celery
  3. @ErigornThanks mate! Let me know how it goes! My Discord and Steam should be on my MapCore profile if you ever want to tell me about it! Take care, dude.
  4. @Erigorn I finished the project up on August 7th, here's the workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 I also just finished my entry for the Wingman contest: https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582
  5. This is the map as of 9/23, and possibly the last major version (I think future updates will prob use these pics cause I'm lazy. Also, I don't plan to change anything major with the scene composition or lighting). https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582
  6. This would be a really cool map for deathmatch and/or Arms Race if it gets detailed nicely.
  7. Wow! This is super promising! I can't wait to see how your map performs in the contest, if you're submitting it for that. Good job, mate!
  8. TheOnionChef

    [CSGO] Paradise

    This is my entry for the 2020 Source Engine Discord Wingman Contest. This started out as an Arms Race map, about half done with the art about 1.5 months before the contest was over, and for the past two weeks I have overhauled the entire map as a wingman experience. I have done a few playtests on the Source Discord, and they've been mostly positive. I'm at a polishing stage right now, so any and all feedback would be appreciated. I'm doing a playtest on the MapCore Discord on Thursday, September 17th at 3PM CDT, if anyone wants to take a gander. There's definitely more things to polish, and maybe a few visuals bugs/exploits that still have to be fixed (like filling gaps between props with `toolsblack` brushes, etc). Otherwise, this map is primarily complete. My goals for this was to make something as pretty as I could, while keeping performance good enough and to improve my art skills. I worked hard to create budget UVs, textures, and models for the map to keep overhead to a minimum. Unfortunately, since a lot of the map is not brush based, the use of occluders were necessary. I would say I could have done a better job with planning, but overall I think the main goals for this project have been accomplished fully. Even if it does not do well as a wingman map, I can always turn it back into an Arms Race map. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 This project has around 20 custom models (not a whole lot, admittedly), a custom made skybox, custom soundscapes, and a few custom materials. Special thanks to 9yz, Slimek, Darnias, Yanzl, and Morozov/Untor for help and assets. Workshop description: The locals of the island grow upset over the glutenous part-time resident, the CEO of Proxy Research, the company responsible for the disaster at the South Heber Research Base. Seal Team 6 is sent in to protect him- as he's an asset to the U.S. Government. For more information on the South Heber Research Base disaster, please see Operation Coverup: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 <---- this is the link to my last wingman map, which I've posted here before... these maps are interconnected through story I have uploaded the most updated images in a reply to this post, hopefully it should give you a better idea of what the final version. ^^ Updated Image ^^ (Old image below... spoilered) In this picture, my custom skybox and tiki torch models are featured. I've used this shot for the workshop thumbnail and as the first photo in the workshop album. ^^ Updated Image ^^ (Old image below... spoilered) In this second picture, you can tell I've struggled with the water edge at the skybox, which unfortunately I've had trouble masking further. Luckily, during the playtest nobody mentioned it, so hopefully it's alright for now until I find a better solution. The trims on the side of the villa, as well as the tarp over the crates (on the left side of the image), the overhang on the front deck, and the thatch roofing (not pictured well here) are all custom assets made for this project. This photo is not a great showcase of those, but hopefully you'll be able to appreciate them further in-game. ^^ Updated Image ^^ (Old image below... spoilered) Here, the tarp is featured again, but more prominently. I ran cloth sims on a pre-unwrapped subdivided cube. The poly count is a bit high, but I've been told by veteran modelers in the Source Engine Discord that this is fine. I know in the future I will try to streamline my cloth sim assets for Source Engine. Further down below, I made a bed and pillows, which both heavily rely on subdivisions near the edges of the mesh, so that more detail can be put into the folded areas. More on that later. Additionally, here's a closer look at the tiki torches-- maybe not as impressive as some veteran mapper's work, but it was something I could easily accomplish to bring more depth into this envrionment. ^^ Updated Image ^^ (Old image below... spoilered) This is the inside of the villa, adjacent to the bombsite. The bed, pillows, plushies, hanging ceiling lights, warped copper wall art, and wood wall trims were all modeled by me (the floor texture and the thatch roof in the window are also custom). I tried to make great use of hipoly bakes and masked phong/cubemaps for many of these props. For all these props I used a PBR workflow, converting them into specgloss materials using Yanzl's tools with many manual tweaks. The bed features a phong mask to enhance a sheen on the blue trim there. The bed and pillows are fully tintable, both with alpha masks on the diffuse channel. As stated above, I subdivided the edges of the cloth on the bed and pillows to allow for more definition in the cloth sim. On the warped copper wall art, I took advantage of a hipoly bake, using that to deform the surface with normal maps, which the lowpoly is fully flat. Using the baked mesh maps I was able to texture the asset procedurally, giving it a more natural look using PBR materials and masks. The chicken and potato plushie are assets from my last map, Coverup. (Note: This is a deprecated screenshot, as I have not taken a replacement. Not much has changed in this area, so it is mostly representative of the work there now.) This photo is just a showcase of some of the instances I used to detail much of the map. I created premade instances to use for the jungle section, which I could mix and match. I made some with lower detail to use in less visible areas- as this could help improve performance. I also made heavy use of Morozov's Swamp grass, which I adore! I also am using tinted flowers from the Inferno remake. ^^ Updated Image ^^ (Old image below... spoilered) I tried to make use of some of the Shoots assets, which although lower res, are able to add depth to an area that would otherwise be flat. It was a good excuse to keep some Arms Race history in here. The exterior and interior brush textures on the building though are from Danger Zone and Morozov's Swamp. ^^ Updated Image ^^ (Old image below... spoilered) Although not the best angle, this is the bombsite for the map. I recompiled the safe from Danger Zone to remove the pre-existing explosive models on it. Featured again here, are the wood trims, but also a custom door model- which makes great use of a hipoly bake. ^^ Updated Image ^^ (Old image below... spoilered) Here's the TAR image generated from my map. I'm still working on it, so please suggest any changes that should be made, including color choice. Hopefully you've enjoyed this post! I might update it more as time goes on, but cheers for now! - Will "celery" Granda (formerly "TheOnionChef") Paradise logo made by my dear friend, Jonmcbane. Thanks, buddy. One more shoutout to Proxy, the DJ- who let me use his music in my trailer for my last map, Coverup. EDIT 9/16/20: Updated images from the newest compile with better angles. Made some layout changes to help the flow of the article when viewing the updated images.
  9. TheOnionChef

    Maginot [Wingman]

    I'm with Coachi. The map looks great, layout looks playable. Really embrace your theme because it seems awesome.
  10. TheOnionChef

    [CS:GO] Coverup

    This map was the first time I did any game/map development since 2017, so the first few months of this project took a while for me to get re-accustomed to the tools. First blockout date was Feb 29th, and I just pushed pre-release update today, August 6th. I began the project with 9yz, who helped with the initial detailing and theme development, a lot of which is no longer in the level today. The map has gone under different names such as Shortdam and Calamari, as the theme has slightly shifted over time to what it is now. The biggest development period began in late June where I received help from Sir Thomas- who between him and I did a nearly complete overhaul of the visuals and revamped two routes. I got lots of help from my friends, like Jonmcbane who did the logo. I also received permission from PROXY, the world-famous DJ to use some of his music in the map trailer- which releases tomorrow at 8:15PM CST, with the workshop page. I can't thank everyone at MapCore and Source Engine Discord enough, as I got lots of help getting readjusted to working with Source again. I plan to work on more maps, and I hope everything goes smoothly from here on out. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 There will be a launch party on August 7th at 8:30 PM CST on http://twitch.tv/Mariowned Mariowned (creator of the surf game mode) will be hosting matches on the map and my co-creators and I will have a blast talking level design with him. Stop on by!
  11. @Kokopelli I was never a 1.6 player, so I’ll have to check out de_prodigy. I can do some lighting tweaks on the unplayable areas, too. As for Zion, I was very inspired by the Shallows, which I visited when I lived in Utah for two years.
  12. Thanks man. I've been working on this for a while now and it's nice to hear that people are liking the screenshots. I remember how shit it was for 75% of development, and now it's finally coming to fruition. Hoping to release the map alongside a trailer for it within a week or two.
  13. @DMU222 Makes sense... I used Black Mesa and Zion National Park as major references.
  14. I’m just curious what “brings you back to old CS”... is it the theme or is it a lack of good visuals? Really interested to know what’s creating that feeling for you.
  15. de_coverup by celery, Sir Thomas, and 9yz Unreleased as of now.
  16. Current version of de_calamari https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 Image directly below is a WIP version that's not full detailed yet.
  17. TheOnionChef

    de_calamari WIP

    This map is constantly changing. Any feedback would be appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 This is a WIP area, with newer changes. Not fully detailed yet.
  18. Updated the map with better lighting and more detail. Slight changes in timings as well, but only by moving the CT spawn a little bit. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
  19. I've since updated the map, though I should probably fix a few things you mentioned in this post. Thanks!
  20. TheOnionChef


    A work-in-progress. Would love feedback, as it is not final whatsoever! The counter-terrorists have been flown in to prevent the breach of the Heber County dam, which would kill hundreds in the valley below. Stop the terrorists in a 2v2 battle for the fight of this hydroelectric power station.
  21. CS Wingman map I'm working on. Not amazing, but it plays alright and looks 7/10 https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
  22. Our Sub-Reddit: https://www.reddit.com/r/VelocityBrawl/ Proof-of-concept demo download/instructions: http://www.moddb.com/mods/velocity-brawl/downloads/proof-of-concept-release As a sourcemod for HL2, what we sought would have been impossible. Nonetheless, we were able to create the core mechanics that make Velocity Brawl a unique game. Here is a video made by (at the time) a playtester (who has become a dev in recent weeks; this video is of the version posted in the link above): In under a night, our new C# programmer, Jessica Armstrong, was able to create the player controller, as well as a redesigned UI: The Unity engine will allow us to implement new features such as wall running, sliding, a TF2/Overwatch-style class system (each class having their own weapon loadout), and a new, more enticing aesthetic (with custom shaders). This post will be updated to show progress as time passes. Best regards, Will Granda
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