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Well, it's not really worth making a tutorial on, as it is pretty much just the following: -Make inverted 128x128x128 cube -Increase Subdivision -Extrude it in the directions needed (around corners some faces may need to be deleted and redone or bridged) -Use "Clay" and "Smooth" in the Displacement-Section to make the shape more natural Basically the whole map is one mesh consisting of square faces aranged like voxels that were out smoothed with displacement-tools. As for the rescue incident, it's actually the first time I heard about it
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-Extended topology (mostly raised ceiling and and made holes for grenades) -Adjusted water (raised post_process_volume and lowered overall FX-amount of func_brushes) -Added func_ladder to the ledge of the lake for consistent emergence -Added some stalagtites
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Andre Valera reacted to a post in a topic:
cs_Stalagnate
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Freaky_Banana reacted to a post in a topic:
cs_Stalagnate
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Quickfix update: smaller topology adjustments to avaoid mean agles, added cover to "river" and clipped the spiral staircases
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Alright, screw it, the idea I got yesterday was too good not to implement (and brother gave me his PC again). So I basically redesigned the "red" hostage area to be a bit more dynamic with height variations and a more grander scale. (Before and after) I also added a post_process_volume to the water. Since I had time constraints, I couldn't polish some areas as much as I would have liked (Clipping those spiral staircases for example), but overall I'm satisfied with what I created within the last 2-3 weeks. The most I am able to do until the deadline would probably be a hotfix update in the weekend.
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Freaky_Banana reacted to a post in a topic:
cs_Stalagnate
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thewaterisfine reacted to a post in a topic:
cs_Stalagnate
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Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3298741381 (most current radar) I remember when I started creating maps for CS:GO, a stalagtite-cave was one of my earlier ideas (although the draft back in 2018, I think, was completely different). I never got around to make it, however with Hammer 5 the idea creeped up again. Orignally I worked on other entries, but since I finally got a little time on my hand and since my brother was kind enough to lend me his PC (featuring RTX most importantly), I prioritised this idea instead, since out of all my scenarios, this is by far the the most "adventerous" one and could display the new features of Source 2 the most, for this theme allows for unusual lighting and organic surfaces. Here is a recent draft traced from my sketchbook with some inspirations. A lot of areas changed, since I kind of missjudged the dimension of some areas. An experiment I yet have to see play out is the lift in the CT-area. The idea is to have connector routes accessable depending on wether the lift went up or down. Took me long enough to get the elevator working (small tipp: use prop_dynamic for movelinear, tracktrain, etc. instead of meshes) One element I definitely wanted to implement is divable water. So expecting that the water would be like in other source games I kind of ran into a problem. You had 100% sight below the water level and on top of that I noticed the gunshot accuracy is normal standing on the ground. The proper solution would probably be to create a water texture for that purpose, but for now I had to rely on the fog entity and multiple func_brushes with a transparent black texture to obscure the view. So in short: goldsrc water > source2 water I'll have exams coming up soon, so I doubt I'll get much done for now. Good luck to the other contestants.
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Deh0lise reacted to a post in a topic:
VALVE!!! Please, let mappers without RTX cards make their own maps for CS2!
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Apparently, there is a workaround via cmd (I haven't tried it myself yet)
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Chamii reacted to a post in a topic:
[CS:GO] Exotic Places Contest TOP 4 WINNERS
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Gawshaark reacted to a post in a topic:
[CS:GO] Exotic Places Contest TOP 4 WINNERS
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Tynnyri reacted to a post in a topic:
[CS:GO] Exotic Places Contest TOP 4 WINNERS
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[CS:GO] Exotic Places Contest TOP 4 WINNERS
S.martin replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
Well, by showing the scores, the authors can see what they could/need to improve. Also people are just curious . But other than that I would also like to address a suggestion/idea for future competitions. See, we now had a creative limitation (the map being exotic), but what about technical limitaions like "original assets only", "300 brushes max" or "not larger than 2048x2048x2048". It would offer a different kind of challange to map-making. Just a thought. -
Mildly Anxious reacted to a post in a topic:
[WIP] cs_Zeppelin
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Freaky_Banana reacted to a post in a topic:
[WIP] cs_Zeppelin
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https://steamcommunity.com/sharedfiles/filedetails/?id=1985246819 Didn't worked that much on it, but here is a textured version of my map. I want to note here that it doesn't have sprites, working cubemaps or soundscapes. But it was fun (and sometimes annoying) to make it and I have never gotten this far with a map till now. So thanks to the organizers of the contest and good luck for the other competitors. By the way, do participants get to know how much they scored?
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Well, if he chooses bright player models like the phoenix or professionals, it won't be a huge problem I guess. Absolutely like the asthetics by the way; It looks really similar to de_hankagai from Counterstrike: Condition Zero.
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Well I had env_sprites on my map, but they showed the whole sprite (so the black background that is supposed to be invisible), so put them away for now.
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S.martin changed their profile photo
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Here is my entry for the contest. I got the idea when I scrolled trough the skybox textures and wondered where you would actually use "sky051" and then a zeppelin came to my mind. Now I have a map with placeholder textures and props and really strange lighting. I would really appreciate it, if someone can give me some advice on the lighting https://steamcommunity.com/sharedfiles/filedetails/?id=1932894741 (Final entry is at the bottom of this thread)
