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TheOnionChef

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  1. Like
    TheOnionChef got a reaction from leplubodeslapin in WIP in WIP, post your level screenshots!   
    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
  2. Like
    TheOnionChef got a reaction from Freaky_Banana in [CSGO] Paradise 1 - The "Core" Update   
    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
  3. Like
    TheOnionChef got a reaction from Vaya in [CSGO] Paradise 1 - The "Core" Update   
    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
  4. Like
    TheOnionChef got a reaction from Freaky_Banana in WIP in WIP, post your level screenshots!   
    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
  5. Like
    TheOnionChef got a reaction from blackdog in WIP in WIP, post your level screenshots!   
    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
  6. Like
    TheOnionChef got a reaction from Minos in WIP in WIP, post your level screenshots!   
    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
  7. Like
    TheOnionChef got a reaction from Rump3L in WIP in WIP, post your level screenshots!   
    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
  8. Like
    TheOnionChef got a reaction from Mr.Yeah! in WIP in WIP, post your level screenshots!   
    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
  9. Like
    TheOnionChef got a reaction from gera in WIP in WIP, post your level screenshots!   
    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
  10. Like
    TheOnionChef got a reaction from Sick_TwinN in WIP in WIP, post your level screenshots!   
    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
  11. Like
    TheOnionChef got a reaction from CuervoSp in WIP in WIP, post your level screenshots!   
    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
  12. Like
    TheOnionChef got a reaction from spa in WIP in WIP, post your level screenshots!   
    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
  13. Like
    TheOnionChef reacted to Yanzl in Yanzl's Source Emporium   
    I have another guide for you, this time it's for custom cubemaps.
    You need:
    Cubemaps.zip !Edit the bat files to reflect your csgo path if it's not in program files!
    Photoshop
    Cmft Studio https://github.com/dariomanesku/cmftStudio
    Step 1 - Get the cubemap
    If you have an HDR panorama ready that you want to use you can skip to part 2. You can also create one with Substance Designer and the various nodes it has for making HDRIs (https://docs.substance3d.com/sddoc/hdri-tools-186974230.html).
    The other option that I'll show here is to take an existing cubemap from a map and edit/blur it.
    You can make a map specifically for the cubemap or take one out from an already compiled map. I suggest you change the cubemap size to at least 128 to get better details.
    1. To get the cubemap run buildcubemaps then navigate to: csgo/materials/maps/<mapname> and find the right cubemap. 
    2. Copy the cubemap to a working directory (desktop is easiest for cmft studio), also unzip the contents of the cubemaps.zip here
    3. Drag the cubemap on top of decompile.bat. You should get 6 new files. 
    4. Open the file ending in bk in Photoshop. Go to Image > Canvas size... Width should be current width * 4 and Height should becurrent height * 3 (eg. 512 x 384 for 128^2 and 1024 x 768 for 256^2). Set the anchor to middle left square. 
    5. Drag in the rest of the faces and align the according to the cubemap_template_cmft.png. There should be no seams and it should look something like this:

    6. Save the file as .hdr.
    Step 2 - Filter in cmft
    You can use either a panorama (2:1 ratio) or a cubemap (from the previous step) (4:3 ratio).
    1. Open cmft studio. 
    2. In the Environment tab, click on Edit, then Browse... and find the panorama/cubemap and then click Load

    3. Under Radiance, click on Filter skybox with cmft. Set the result size to 128 (64 is also fine since blurrier cubemaps don't need a lot of resolution). Set the Num mipmap to filter to 1. Then depending on how blurry you want your cubemap to be, set the Gloss scale. Lower values mean more blur, higher less. I found values around 6 - 9 work best. Use OpenCL crashes on my computer so uncheck that if it also happens for you. Click on Process and wait for results. 

    4. Save the Radiance map as .hdr, HCross. Also mind the directory you save it in.

    Step 3 - Export to CS:GO
    1. Open the .hdr file you got from cmft in Photoshop.
    2. Go to Filter > Other > Offset and use a Horizontal offset of twice the face size (+128 if 64 or +256 if 128)
    3. Go to Image > Image Rotation > Flip Canvas Vertical. The image should look like cubemap_template_export.png.

    4. Save the image as PFM with the following name template:  <cubemap name>_hdr.pfm  Make sure you save as .pfm and not .pbm and that it ends with _hdr.pfm.
    5. Copy the saved .pfm file and vtex_params.txt from the included zip to csgo/materialsrc/cubemaps
    6. Rename the .txt file to the same name as the cubemap (ex. cube01_hdr.pfm and cube01_hdr.txt)
    7. Drag the .txt file on top of vtex.bat. Your new compiled cubemap should be in csgo/materials/cubemaps. Copy it to wherever you want. (You can delete the .pwl.vtf file)
    8. Your cubemap is now ready to use in your materials. Just use ex. $envmap "cubemaps/cube01_hdr" instead of $envmap env_cubemap

     
     
  14. Like
    TheOnionChef got a reaction from TelaF in [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!
     









  15. Like
    TheOnionChef got a reaction from blackdog in WIP in WIP, post your level screenshots!   
    @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
  16. Like
    TheOnionChef got a reaction from RA7 in [CSGO] Paradise   
    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
     







  17. Like
    TheOnionChef got a reaction from TelaF in WIP in WIP, post your level screenshots!   
    @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
  18. Like
    TheOnionChef reacted to Roald in de_Victorian   
    Csgo is a very competetive game where prediction is key. Players should have a clear understanding of when they could possibly meet a enemy and where to aim at, how to use grenades and stuff like that. This means, till an certain level, the map should be a static and predictable environment for the player, where in they could experiment, out smart the enemy and outskill them. 
    When making maps for csgo you need to know this and know the game and probably have thrown away x ammount of greyboxes to get to something that works well and played x ammount of hours.
    In your design it seems players can be anywhere, so you can be shot from anywhere (no prediction). This is no fun and will anger the player. There are many areas where a player can be on two different levels, so where to aim? Up or down? A game of chance, again frustration when you die. The map seems very small, which probably makes it very hard to clear out areas because players can always flank at any point during the game. Again, no prediction. There is almost no negative space, which makes it very easy to hear enemies, something which is a key element of csgo, listen and get info. Do u want players to get so much info always and anywhere in the map?
    Honestly this looks more fitting for a halo deathmatch kind of map than for a competetive game like csgo and the bomb defusal gamemode. Innovation is nice, but do not lose seight on the core meta of the game. Try to understand the meta first and then try to experiment a litle, not the way arround
  19. Wat
    TheOnionChef reacted to Soldat Du Christ in de_Victorian   
    V I C T O R I A N
    V 1.0
     
    Workshop link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2236306765
     
    Set among the crossroads of 1830s Industrial Revolution! Civility & Industry clash in this glorious theme park of Architecture & Landmarks!
     
    This map was built from the ground up for a Balanced Competitive 5v5 Experience, a challenge for myself, and a challenge to the community to re-think what a Defuse map has the potential to be. 
     
    Huge thank you to everyone in MapCore who has helped me bring this map to it's current playable state, I couldn't have done it without your help.
    This has been the most responsive and supportive community I have yet to be a part of.
    I only hope this patience carries over into your playtests, you will need 10 fold to suffer through the learning curve on this one!
     





     
     
     
     
    Victorian very much aims to push the limits of what is traditionally accepted as being competitively viable, for better or worse.
    Your opinions are welcome, but If you want to help me improve the map, I'm looking for objective flaws...
    Objective Examples: "This angle/position has no counter" "this set up is too hard to break" "X needs more polish"
    Subjective Examples: "This isn't what CS players/ I like" "I'm not used to doing X therefore it's bad" 
     
    No matter what, I just hope at the very least Victorian could inspire others to take their designs further and push the limits.
    I'm currently working on "The making of: de_Victorian" Design Documentary, so look forward to that!
    For the full canonical history of de_Victorians development which goes as far back as the 2019 mapping contest, follow these links:
     
     
  20. Like
    TheOnionChef reacted to csWaldo in de_Victorian   
    The map lacks structure. Competitive CS is all about control and information. Both teams are trying to either defend or attack one or both bomb sites at all stages of the game. Knowing where the enemy is, what options they have to reach their objective and how you can stop them is key to the cs experience. It allows all players to make meaningful decisions about where to push or where to hold. It removes unpredictable kills and allows each players decision making and aiming skill to decide the match.

    On the level design side, maps should be built to enable and emphasize this. The official map pool has a number of different takes on how a cs layout can look, but they all share some common design ideas, because they are simply necessary to allow for players to take control over their match.

    such as:
    choke points
    Pretty much all maps have roughly 4 choke points that seperate the T and CT side of the map. Controlling these choke points means controlling which team has access to what area of the map, so they are key in giving matches structure and players control.

    setup and rotation areas
    Bomb sites are a given on any defuse layout, but these always need to be connected to a network of setup and rotation areas, that allow teams to prepare their attacks and move to other objectives and choke points on the map. Level designers need to make sure that the amount of options in these areas are fine tuned. Teams only have 5 players each, so for example, if each bomb site would give terrorists 3 options to attack from, the CT team will simply not have enough players to watch all of them even before any CTs have died. At that point, it becomes more about the luck to choose the right entry to defend rather than the skill to set up a proper defense.
    number and type of angles
    Say you need to defend any given area. The number and type of spots you can position yourself in and the number and type of positions you can be attacked from need to be fine tuned. There is only so much that can fit on your field of view, so too many positions already remove control from the player, as there is simply no way to tell angle to hold. Verticality can add to this problem. Having to move your crosshair large, vertical distances is difficult. Having to do so gives the attacker pretty good advantage.

    plant zones
    Plant zones need to be set up so that Ts get a good chance of planting when attacking the site and CTs get a good chance of defusing. Otherwise the game can end up very stale, where almost no bombs are planted or almost all bombs explode as they cannot be secured and diffused in time.

    In regards to your map:
    The ability to walk on almost all walls and roofs removes all that. Choke points become meaningless and rotations become unpredictable as players can move very freely across the map. At the same time, players moving on the walls are exposed to unmanageable amounts of angles from all directions.
    This is very high risk, high reward without much influence over the outcome. Neither team can really control when or where they will be attacked from. Skill, prediction and planning and overshadowed by trying to rush your enemy from behind with a p90 or jumping on their head with a shotgun.
    This also means angles all across the map are just unpredictable. You cannot properly defend any area, as you can never be sure where you can even be attacked from. Smokes and molotoves lose meaning, as there are no clear choke points you can block off. At the same time, flashes become overbearing as just throwing them towards the center of the map will flash 3/4 of the server.
    The plant zones dont encourage skill either. Having plant zones on multiple heights on both bomb sites makes it very easy for Ts to sneak in a bomb plant, as CTs simply cannot watch all possible points of attack at once. It also makes defusing hard and frustrating, as you first have to figure out where the bomb is even planted. Wasting 10-15 seconds just on finding the plant spot will doom most retakes, as there just isnt enough time to clear the site and diffuse the bomb anymore.
     
  21. Like
    TheOnionChef reacted to Erigorn in WIP in WIP, post your level screenshots!   
    @TheOnionChef I love the video you made for it! I'll make sure to play em both with my buds next time I have a chance to
  22. Like
    TheOnionChef reacted to Erigorn in WIP in WIP, post your level screenshots!   
    Idk what to say, aside from 😮 So pretty... MAN WHY YOU GUYS ALL SO TALENTED?!? 😛
  23. Like
    TheOnionChef got a reaction from Sick_TwinN in [CSGO] Paradise   
    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
     







  24. Like
    TheOnionChef got a reaction from Soldat Du Christ in de_Victorian   
    This would be a really cool map for deathmatch and/or Arms Race if it gets detailed nicely.
  25. Like
    TheOnionChef got a reaction from RedZombie18 in de_Victorian   
    This would be a really cool map for deathmatch and/or Arms Race if it gets detailed nicely.
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