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sn0wsh00

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  1. Great map! Really like the house design and your use of custom(?) hostage radio lines. If there is one thing I can nitpick, I think that when a CT reaches a hostage rescue zone, the map should send out a text alert indicating that the CTs have reached a hostage rescue zone in addition to the radio lines (I used something similar for a hostage escort map I released a few months back). I feel like an action such as triggering the rescue helicopter should deserve the same server-wide text alert such as planting a bomb or picking up a hostage, instead of just a radio message that can be easily missed compared to a text alert.
  2. The second MG_Space_race spinoff has been released! This is the hostage rescue version of the map (cs_star_dust) Steam Workshop Gamebanana Story: Terrorists opposing a renovation project have seized a sector of an interstellar space station. Making matters worse, they've also seized a teleportation lab, forcing the CTs the evacuate. With the sector lost to the terrorists, the CTs now have to escort the project's manager out to safety. Features: 2 hostage rescue zones A secret black hole and a secret hotel room (or is it a human zoo?) This map is a modification of the hostage rescue gamemode. The hostage spawns at CT spawn instead of T spawn. The CT's have to carry the hostage to 1 of 2 rescue zones. The rescue zones, however, are blocked by a door at the start of the round. To unlock the doors, the CTs have to reach an area near the rescue zones (see map below). When a CT reaches a blue area, a 25 second countdown commences. After 25 seconds, the door in the blue area will open, allowing players to walk into the rescue zone. It's similar to the defuse mode, but with the sides reversed. Here are some other screenshots from the map:
  3. I've been working on my second MG_Space_Race spinoff map over the past couple weeks. This spinoff map will be a hostage escort map, as opposed to a hostage rescue map. You can read more about what I mean by hostage escort here, but in short, it involves CTs escorting a hostage from CT spawn to rescue zones near T spawns. This map will also have a secret area. More specifically, a secret hotel room (or is it a human zoo?). Here's a screenshot of this room below, whose design was heavily influenced by a certain Stanley Kubrick film: In totally unrelated news, I also recently learned that you can animate VTFs, and that you can combine animated VTFs with other proxies (in this case, TextureScroll proxies). Here's a GIF showing an animated texture I made: The G-Man animation was made by me in Source Filmmaker. The G-Man model is from Half-Life: Alyx
  4. The first MG_Space_Race spinoff map has been released! This is the CSDE hostage & bomb version of the map (csde_star_dust): Steam Workshop Gamebanana Story: Terrorists opposed to a renovation project have seized a sector of an interstellar space station, taking the project's manager hostage in the process. Making matters worse, they now threaten to destroy the construction sites with a non-defusable bomb. Using a top secret portal, counter-terrorists have tunneled into the sector... Features: 2 bombsites and 1 hostage Skybox that varies round-to-round A portal/wormhole that can be traversable if you shoot it enough times A secret area The map's layout is based off of the final arena of MG_Space_Race. It's also heavily influenced by Dust 2, and is set in space, hence the name Star Dust. Credits can be found in the links provided. And now some screenshots: And here's how the wormhole looks like, with gravitational lensing! The lensing effect only works if you look at the wormhole at a certain angle, but hey, it's not everyday you see something resembling relativistic physics in CS:GO. I made this wormhole using Blender. I made a sphere and torus brush (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations.
  5. I've finally managed to make spherical wormholes, with gravitational lensing, for my mg_space_race spinoff maps using prop_static entities. I simply made a sphere brush and a torus brush in Blender (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations. Here's how the wormhole looks like leading from the main level into the portal lab: And here's how it looks like going from the lab to the main level:
  6. I decided give my mg_space_race spinoff maps a backstory: Terrorists opposing a renovation project have seized a sector of an interstellar space station, killing the project's manager (bomb defuse version) or taking him hostage (CSDE hybrid version). Making matters worse, they now threaten to bomb the construction sites. Using a top secret portal, counter-terrorists have tunneled into the sector with the intent of stopping the terrorists. (for the hostage escort version, the terrorists are the ones who have portaled into the sector, after seizing the portal laboratory. Seeing the sector as a lost cause, the CTs have to escort the project manager to safety). Here's what I've come up with for the portal lab: And here's how the portal looks like from CT spawn (I used env_cubemap's brush face entry to tie the cubemap to this texture): It's possible to enter the lab in a middle of the game, but be wary of the fact that there are sensors in the lab. I originally tried linking the env_cubemap to a dome displacement with the intent on making the portal look like a wormhole. Unfortunately, the game kept crashing after I built cubemaps, so I had to use a flat brush instead.
  7. sn0wsh00

    [CS:GO] Coverup

    Great trailer. Map also looks really good.
  8. Map's looking good so far. Also looks like a great map for deathmatch or arms race.
  9. Made some updates to my mg_space_race spinoff maps. For the tunnels, I added more details to the columns (taken from de_season) and turned it into a commons area. For the vertical farm, I added some more details to the ceiling, giving it an exposed truss/rafter look, and changed the light color as well. PSA: if you're looking for an easy way to design your HVAC system, use de_nuke's airduct models. They're very conveniently sized and modular.
  10. I'm currently working on three spinoff maps based on the final arena of my minigame/obstacle course map that I released a few weeks back. Keeping with the spirit of the original map, I'm planning on keeping most of white concrete floor with brick wall aesthetics for the existing locations. New locations, though, will be more detailed. The first map will be a defuse map. As this map (and the original arena) is based closely on Dust2, I don't think I need to talk about that map much, other than the fact that there'll be a secret area. The second map will be a hybrid CSDE hostage rescue/defusal map. Using Dust2 callouts as a reference, the hostage is located around T Plat while the hostage rescue will be located around A Plat (the bomb site locations remain the same). CTs have a major advantage in hybrid maps, given that not only can they win if they rescue a hostage, regardless if the bomb has already been planted, they can also win if the time runs out. I think I can balance things out by removing the ability to defuse bombs, while setting the bomb time to 60 seconds to give CTs time to rescue the hostage. Unfortunately, it's hard to test this out with bots, as bots have no idea how to handle hybrid maps. The third map will be a hostage rescue map, or more specifically, a hostage escort map. CT and T spawn positions will be flipped. The hostage will once again spawn around T Plat (which is now near CT spawn), while the hostage rescue sites will be located around Back Plat and Goose. The rescue zones will be blocked by doors at the start of the round. These doors will open 20 seconds after CTs reach an area near the rescue zone (B Plat, A Plat or Ramp). Based on a test map I've made, I think bots can actually play this type of hostage map, as long as you place the trigger directly in front of the doors. The hostage carrier will try to walk through the door while its closed, but once the door is opened, the bot will walk in like in any other hostage rescue map. And now some screenshots: Bombsite B. I'm going for a Dust-inspired-office-courtyard-under-construction theme here: Tunnels: Server room (similar to CAT). Server models taken from de_breach: Vertical farm. I was trying to use something like this as a reference, but lights don't seem to work particularly well on small shelves.
  11. Yay! It's so nice to see some people work on new hostage maps. Like the concept as well. I think it'll also be nice if you can use @ZooL's South African Police models for CT's, tweaked obviously so that they can fit in with the Sierra Leonean theme.
  12. I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I: Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds Under the flags tab of hostage_res_door, I made sure none of the flags were checked
  13. I've released an eight chamber version of this map, where you play through all the chambers in a single round, as opposed to the original where you only played through only 4 of the 8 chambers. I recommend this version for speedrunners. You can download this map from the following links: Steam Workshop Gamebanana
  14. Links: Steam Workshop Gamebanana Teaser trailer (slightly out of date) After several weeks of work, I will like to present to everyone my first ever minigame/obstacle course map: MG | Space Race (mg_space_race). This map pits terrorists and counter-terrorists in a race to either plant a bomb or rescue a hostage. There 17 obstacles in total in 8 different chambers. However, only 4 chambers are accessible each round, based on random chance. Features: 32 player spawns Round-to-round variation - obstacle layout and timing may change round-to-round (Example 1, Example 2), as well as the skybox Temporary timed platforms Invisible temporary timed platforms - quickly memorize clues to determine where you need to jump Invisible death walls Illusionary floors - chuck grenades into the floor to determine which tile is solid and one is not. Or have someone sacrifice himself to show others where the fake floors are Death buttons - check for clues in the earlier chambers to determine which button is safe and which ones will kill you A final arena to either rescue a hostage or plant a bomb. Both teams can also try to interrupt the other team's attempt at completing the final objective. Two secret areas. One area might take you away to another big wide open galaxy. The other will cause it to rain bananas (and MAC-10s) And much, much more I expect there to be some strategy involved. You can either choose to take it safe and slow, patiently testing out each obstacle to see where the hazards are. Or you can be fast and risky, praying to RNGesus that the blocks you land on is solid and the platforms that spawn are easy to jump on. As this is technically a CSDE hostage rescue/defuse map, CT's will win if the time runs out, or if they rescue a hostage, even after a bomb has been planted. To balance things out, the aforementioned banana shower secret can only be triggered by terrorists. Credits: Ryan dev textures: https://gamebanana.com/textures/2126 Sci-Fi Pack Prequel: https://gamebanana.com/textures/2802 Sci-Fi Pack Prequel #2: https://gamebanana.com/textures/2805 Koga's Glass textures: https://gamebanana.com/textures/5146 komaokc's lava textures: https://gamebanana.com/textures/3375 TopHatWaffle's Water Source: https://www.tophattwaffle.com/downloads/water-source-textures/ Mr. Who's Space Skybox Pack: https://gamebanana.com/textures/5777 Mr. Who's Space Skybox Pack #2: https://gamebanana.com/textures/5784 Portal - fizzler textures cs_agency, dz_junglety and de_season - additional textures Music - Caroline Polachek's "So Hot You're Hurting My Feelings" and Weyes Blood's "Andromeda" Several obstacles were also influenced by mg_100traps_v4_1 and mg_saw_3 Feedback would be appreciated.
  15. Finally, our long national nightmare is over. We can once again update our maps using workshop_publish.
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