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DutchCrazyGamer

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  1. Like
    DutchCrazyGamer reacted to sn0wsh00 in [CS:GO] Round-to-round map randomization guide   
    A few months ago, I wrote a guide on how to vary CS:GO maps round-to-round using logic_case and logic_eventlistener entities. Would be nice to hear some feedback from you guys regarding my guide's accuracy, as well as any additions I should add:
    How to Randomize Your Map Round-to-Round in Hammer
    I owe of lot of the guide's contents to Reddit user Nymphalow and Valve's developer wiki. I do have some questions regarding some game_player_equip flags, however. Specifically, if you scroll down to the "Starting Weapons" section, you'll see that, for the game_player_equip entity named "equip_players," I say that you should only enable the "Only Strip Same Weapon Type" flag. In Nymphalow's original post, on the other hand, Nymphalow says that the "equip_players" game_player_equip entity only enable the "Use Only" flag. In my experience, though, having only "Use Only" checked caused a crapton of weapons to spawn, while having only the "Only Strip Same Weapon Type" flag checked caused the trigger_multiple entity to correctly spawn only 1 weapon. Hopefully, someone knowledgeable can help clear up this issue. I think I figured out how to use "Use Only" with game_player_equip and trigger_multiple. See my post here.
    You probably won't be using many of these randomization techniques in a competitive map (heard people really disliked cs_havana for doing just that). However, I do think there's a bunch of potential for round-to-round variation in AIM, Coop and obstacle course maps, for those who want to give those maps more replayability. In fact (self-promotion ahead!), here are some maps I've created that uses some of the concepts explained in my guide:
    fy_five_infernos: group spawn randomization mg_space_race: obstacle course with randomized func_brush entities aim_six_arenas: weapon randomization
  2. Like
    DutchCrazyGamer reacted to blackdog in Furnace   
    @That50'sGuy this is from the area just inland of Venice

    Sardinia, caused by mining and refining

    that being said, at least you can see it. Much worse, in a way, when the problem is invisible... ever seen Erin Brockovich? There's also Dark Waters that came out last year on the subject.
     
  3. Like
    DutchCrazyGamer reacted to That50'sGuy in WIP in WIP, post your level screenshots!   
    I'm still workin' on porting HLA content to Source 1. It's not much, but it's coming along!
    It's not really challenging, it's just time consuming to do since it's quite a long process for even just 1 model. Though textures can be rather quick.

    Car models have proven to be most challenging since they have different textures for both the inside and outside. And they aren't separate like the car models in CS:GOs Dust 2. So I have to manually select every polygon that makes up the interior, and temporarily make the interior it's own model to add the texture. Then I can combine the two together again. It can take hours to do this, but I'd say it's worth it.

    Foliage hasn't proven challenging. The only thing I have to do is try to re-create how the S2 wind effects look with the S1 $treesway technology. Having a high scrumble setting usually recreates the look well.

    Dynamic props are the only thing I'm not sure I'll be up for. I have no idea how to port over the animations for the model. But if by some miracle I figure it out, I'll be one happy fella!
    I'll update y'all soon! I hope your new year has been great so far!
  4. Like
    DutchCrazyGamer reacted to Sick_TwinN in de_maar wip   
    first of all happy christmas everyone!,

    So after making pithead which got 9th in the wingman competition, i wanted to have a bigger challenge.
    so i decided to make a 5v5 with @Ynel  we started 4 days ago and we have made some good progress already!

    de_maar is set in norway close to a maar, where you can see auroras etc, our goal is to have a nice warm/cozy looking village.
    while having great gameplay

    some wip shots (some models are still placeholders)
     
    I hope you will enjoy them!!!

  5. Like
    DutchCrazyGamer reacted to Squad in Mustang (formerly Everest)   
    Bit of a necropost, but we updated the workshop entry.
     
  6. Like
    DutchCrazyGamer reacted to jd40 in WIP in WIP, post your level screenshots!   
    I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is 😃. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  7. Like
    DutchCrazyGamer reacted to ThunderKeil in WIP in WIP, post your level screenshots!   
    Yup, that - uh - exists.
    It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me
    Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more

  8. Awesome
    DutchCrazyGamer reacted to jd40 in [CS:GO] Ravine (wingman)   
    Hi all!
    I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately 😅. 
    The map is set in snowed in castle connecting two sides of a river.

    Layout:
    More screenshots:
    Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084
    Credits:
    Additional LD - @Quotingmc
    Deer head props - @Quadratic
  9. Like
    DutchCrazyGamer got a reaction from Lefty in [CS GO Wingman] Vaccine (WIP)   
    Alright the contest results are in and i reached 65th place. (I beat my other wingman map from last wingman contest  🥳 ) Not bad considering i started detailing in the last month due to spending to much time on models. I learned a lot this contest (mostly about modeling, texturing and creating textures) and i am happy with what i achieved. Now with the feedback i will apply some changes to improve the map as a whole (new detailing overhaul + some layout changes). I congratulate the winners because this contest had so many good entries and some amazing people. Idk if i will be participating in the next contest because it took me a lot of time and i still have a study to finish. (Maybe with a collaboration with someone). My plans for now are finishing Vaccine and after that continue with the rework for Zansort (My Mapcore 2019-2020 contest entry). Also i will focus on improving my model skills and spend some time learning detailing so that Vaccine can become something i can be proud of.
  10. Like
    DutchCrazyGamer got a reaction from poLemin in [CS GO Wingman] Vaccine (WIP)   
    Alright the contest results are in and i reached 65th place. (I beat my other wingman map from last wingman contest  🥳 ) Not bad considering i started detailing in the last month due to spending to much time on models. I learned a lot this contest (mostly about modeling, texturing and creating textures) and i am happy with what i achieved. Now with the feedback i will apply some changes to improve the map as a whole (new detailing overhaul + some layout changes). I congratulate the winners because this contest had so many good entries and some amazing people. Idk if i will be participating in the next contest because it took me a lot of time and i still have a study to finish. (Maybe with a collaboration with someone). My plans for now are finishing Vaccine and after that continue with the rework for Zansort (My Mapcore 2019-2020 contest entry). Also i will focus on improving my model skills and spend some time learning detailing so that Vaccine can become something i can be proud of.
  11. Like
    DutchCrazyGamer reacted to Sick_TwinN in de_pithead WIP   
    The map is now finished
    ive learned alot while making this map and it will help in future projects 😜
    link: https://steamcommunity.com/sharedfiles/filedetails/?id=2239575326



  12. Awesome
    DutchCrazyGamer reacted to TanookiSuit3 in [TF2] Undying Event   
    Can't believe I forgot to post here, but we finally finished our brand new Halloween map for Team Fortress 2! More information can be found below:
    IMAGES:





    DOWNLOAD LINKS BELOW:
    Steam Workshop Link
    TF2Maps Link
    Creators.TF Link
     
  13. Awesome
    DutchCrazyGamer 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
    DutchCrazyGamer got a reaction from Sick_TwinN in [CS GO Wingman] Vaccine (WIP)   
    The wingman competion is comming to an end and i finally updated the map with something that i am happy with!!!
    https://imgur.com/a/SRACPZD Here you can find some of the images that are on the latest version.
  15. Like
    DutchCrazyGamer reacted to TheOnionChef in [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.
  16. Like
    DutchCrazyGamer reacted to Sick_TwinN in de_pithead WIP   
    Almost done :DDDD




  17. Like
    DutchCrazyGamer got a reaction from Sick_TwinN in [CS GO Wingman] Vaccine (WIP)   
    School has started again and there will be a high chance of not finishing the project (map is heavily underdetailed but the layout is good enough) but here are some more screenshots:
    https://imgur.com/a/MMrhXD7 (can't seem to upload any image to the forums anymore)
     
  18. Like
    DutchCrazyGamer got a reaction from harazataz in [CS GO Wingman] Vaccine (WIP)   
    School has started again and there will be a high chance of not finishing the project (map is heavily underdetailed but the layout is good enough) but here are some more screenshots:
    https://imgur.com/a/MMrhXD7 (can't seem to upload any image to the forums anymore)
     
  19. Like
    DutchCrazyGamer reacted to Sick_TwinN in de_pithead WIP   
    progress...
     
  20. Like
    DutchCrazyGamer reacted to Edude in Maginot [Wingman]   
    Hello everybody!
    I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord.

    I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization.  
    I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
  21. Like
    DutchCrazyGamer reacted to Peake in Pico (Hostage)   
    Made this topic for my new map Pico, which is my first try at a 5v5 hostage rescue map

    Hoping to get a Mapcore playtest done in a couple of days, have also had 2 playtests already on the Source Engine Discord, and want to get some more opinions on the map as a whole
    https://steamcommunity.com/sharedfiles/filedetails/?id=2165083547
    Some screens of the map so far:
  22. Like
    DutchCrazyGamer got a reaction from sn0wsh00 in [CS GO Wingman] Vaccine (WIP)   
    It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics: 






  23. Like
    DutchCrazyGamer got a reaction from slavikov4 in [CS GO Wingman] Vaccine (WIP)   
    It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics: 






  24. Like
    DutchCrazyGamer got a reaction from wazeecha in [CS GO Wingman] Vaccine (WIP)   
    It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics: 






  25. Like
    DutchCrazyGamer got a reaction from Sick_TwinN in [CS GO Wingman] Vaccine (WIP)   
    It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics: 






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