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S.martin

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  1. 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
  2. -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
  3. Quickfix update: smaller topology adjustments to avaoid mean agles, added cover to "river" and clipped the spiral staircases
  4. 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.
  5. 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.
  6. Apparently, there is a workaround via cmd (I haven't tried it myself yet)
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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)
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