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Devils Right Hand

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Everything posted by Devils Right Hand

  1. hi community i public my map toxic fabric V2 FINALE,i ported from quake3 to other idtech games warfork/wolfet/xonotic/world of padman
  2. hello community want to show my map,biohazard was my first idtech3 map back on 7-8 years ago,on and off it was 4 years until i made a FINALE version,i used Wolfenstein: Enemy Territory as a base to pickup OBJ/deliver OBJ/open doors,the map itself is you investigate on a remote villa,so if you are player who like to investigate things go ahead,the story of the map i dont need maybe to tell -i use a real terrain,if i do then a terrain for the map i wanted do to it right a detail terrain,and to see if a real terrain works with that much of brushes changelog -re texture brushes -re change the doors height -darker skybox -change the elevator -change some rooms -new lights on some areas -change some stairs with clip texture -add stairs on fountain -new railing -new glass screens https://postimg.cc/gallery/QX33kpS Download https://www.wolffiles.de/index.php?news-print-996
  3. well i consider how i connect the down floor with the up floor and i came up with deck17 platforms yes its from there,but the rest is all custom,time vortex generator/toxic pool/crane/warehouse storage/ect, i write this only as a leveldesinger not as person,sidenote i even give csgo hammer editor even a try and i public a map but it doesnt look so good as most of other hammer editor leveldesigner they make better maps yes,but the editor is for me hard to level design the shortcuts etc to jump from 1 editor to another editor,radiant is much user friendly easier as hammer editor,but on idtech3 radiant im good only on geometry leveldesing im not a model artist/texture artist,since im now 7-8 years on leveldesing on this emm old engine and still making maps
  4. The Vadrigar Arena God give me order to transform my filthy fabric into a arena i must obbey the order of the Arena God,i placed items in the arena as hes order me,i hope he is satisfied with my filthy work,otherwise i join in the Arena Eternal for eternity You where abducted into Arena Eternal warriors from various dimensions across the universe hand picked for their combat skills to fight each other in a type of brutal blood sport as a battleground for the Vadrigar own enjoyment. Enter the portal to begin combat A team of archaeologists and scientists excavating the ruins of ancient Greece discover books and documents written by a race who were known as the Stroggs. After learning how to translate this ancient language the team discover that they must travel to two locations, the Brazilian rainforest and the Northpole, in order to locate and recover alien crystals from meteorites that have impacted the Earth at these locations. the archaeologists and scientists use there toxic facility where they work to gain access to the generators for there power,These crystals will give them the ability to open a time vortex that will enable the Stroggs to travel to our time period and continue their mysterious work, which is something that the archeological and scientific team are eager to learn from. download https://www.mediafire.com/folder/lce09he7ry3w1/toxic_fabric Special thanks to everyone who helped test this map and give feedaback Garux for netradiant-custom-x64/helping me on mapping and NetRadiant custom warfork community cpma community worldofpadman community wolfenstein version - Aciz from etjump for weapon_respawn script xonotic community Simon O'C for tuts Victor Karp for tuts Tom362 for gameplay feedback
  5. based on feedback i change the Defusal map into a hostage map this fit now,after i test/spectator 5 rounds with stupid botz, 3 times won terros/2 times won ct ,looks good for this run = Changelog = -add more props for cover -add buyzone for ct -add 2 hostages on 2 different locations near the terrors * CONSTRUCTION * MAP BASE : New Map COMPILE MACHINE : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64 COMPILE TIME : 3 hours COMPILE version : $light_exe -threads 4 -textureshadows -hdr -StaticPropLighting -StaticPropSampleScale 0.25 -StaticPropPolys -final -game $gamedir $path\$file brushes solids : 5366 point entities : 3086 solid entities : 1080 DATE : 15.05.2019 Release date : 10.01.2020 map dimension :length-14000 width-7600 -------------------------------------------------------------------------------- = Credits = textures - walls/floors :trak,tZorkc prefabs - anti tank obstacle/fan/crate : Polemarchos textures - warning_stripe_decal/polemarchos_decal/number_panel : Polemarchos --------------------------------------------------------------------------------
  6. i was not sure wich textures i use for walls/floors,textures that are to bright dont look so much,so the textures i use now fit,i take the same textures on my last map toxic fabric im finish with the map after a couples erros while i pack custom contest with vide,where vide dont pack info>_overlays inside the bsp,heres the workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1964832214
  7. ok here the story of the map layout it plays on a hide facility inside a mountain see the pics,and i consider this map hide facility layout falls category for the contest,it is not like other maps industrial plant there a couple maps of them and those industrial plants doesn't fall under category for the contest,the main part of the layout was to makes little as get bottlenecks corners to avoid alot small -vis portals ,so lets say some examples we have room a next to room b this is good for -vis portals it makes a straight line,and all ventshafts are brushes/95% of light too and not vent/light.models,i like to map big maps this not mean big walls as you see in this map example,the map dimension are length-14000 width-7600 + brushes 5366,and now the map it looks like you say symmetrical,yes from the -vis perfomance view it is good to have those symmetrical brushes,but on the ingame view it looks like maybe for other the hole map different Q - It seems that indeed you have made this map with a gamemode like Unreal Tournament in mind A - nop the map was not from a gamemode like Unreal Tournament Q - From the radar it seems like terrorists are closer to the bombsites than CT's A - i change now the ct spawns are on the same hight as terror Q - Most of the layout is large open space with little cover to defend behind.  A - i add crates/barrels/etc on the map
  8. update im finish with map,the pics dont show the hole map,mapname is de_polemarchos_facility,the first one who test the map is radu after you vote my map then i rename my map as lowlife e1m1,when i dont get a vote i quit mapping and i map again lowlife quake3 maps,need to compile again after i spot missing texture to add and then i add it to workshop,one question are the comp mapper allowed to add there own icon on the loading screen on the right up corner,or only valve accepted maps got this loading screen icon, = story = member of polemarchos facility go for supply in town,the donut eater have long time observe those members,and they drive to there hide facility inside a mountain,now the polemarchos members try to explode there equipment not to fall in there hands
  9. the pics above are bsp compiled only ,this means no light,if it looks repetitive it is your view- this is a facility and not a city,i maked a couple other theme maps and this time i make a hide facility,at zanek your- Get yourself a reference,i take it as a compliment,if you can map a better map go ahead and show your map
  10. update i change the walls lower on the hole map,the models are done,if im finish with the map i post if a couple like to test my map
  11. hi i consider to try this contest im new to csgo mapping but i have experience in level design ,map layout is on a hide facility from the spy eyes the name i must consider later,need models to add and im done for a test
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