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snaulX reacted to celery in Mapcore Job Census
Not for me, but I noticed Geoffrey Smith is still listed at Respawn. He's been the Multiplayer Design Director at Infinity Ward for a bit now, who also hired fellow Mapcore user Randy "Kokopelli" Chunga last year as an LD for IW on MW2.
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snaulX reacted to 'RZL in Mapcore Job Census
I too would like to update my position to Level Designer at Blizzard 😌
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snaulX reacted to Radu in Mapcore Job Census
Hello, I have also switched studios. I now work as ld at Techland where I am ruining @Lizard's diet with my butter biscuits.
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snaulX 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
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snaulX reacted to wazeecha in [CS:GO] de_sapper
And here it is! Roughly 14 months after the first dev boxing of a layout that would not resemble anything that Sapper is today, I'm calling it a wrap on this one. The final version is available on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2606362134
I won't get too sentimental on the whole project, but just to reflect on a few things:
This has been a learning experience, undoubtedly. It's fun looking at the structures I blocked out last year compared to stuff I've built later on. I'm fully aware of my own, and the map's limitations. Particularly me being a stock model purist with no workable Blender knowledge despite many, many aborted textureless donuts. Optimization is still not great on the map, but the fault of that really stems from me not knowing what proper optimizing was until learning it throughout the mapping process. Yes, I could go through with a comb and fix every bad visleaf, but for me, it's more important to carry all of the new knowledge and skills into the next project, whatever that may be.
I had a few playtests on Mapcore which left me with incredibly valuable feedback during the crucial middle stages of development, so to everyone who participated in those, thank you.
For those following along on this thread throughout all this, thanks and see you next time.
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snaulX reacted to wazeecha in [CS:GO] de_sapper
The last leak has been plugged so I've been able to run my first full compile in about two months. I don't have many screens since I've decided to scrap the current 3d Skybox, but all in all, everything is moving into the finalization stages. The biggest remaining items are the skybox rework, a good pass over all the lighting, also fixing the radar since I haven't touched that for several versions now, and finally just general adjustments and fixing little things. I've updated the workshop listing if anyone is interested in having a look.
I've set a hard release target for end of September, so any unforeseen catastrophes aside, my next update in this thread will hopefully be the last.
Football pitch at CT Spawn
Slums at Long B
General overview of T Spawn/Lower Mid area
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snaulX reacted to celery in My First Year in Review
The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order.
Coverup
I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the first time.
I consider this project a failure, but learned a lot from it.
Paradise
This was my first success with mapping. I won 10th place in the Source Engine Discord mapping contest and modeled more and detailed more. I eventually took help to optimize it after I released my first version.
I worked as the level designer, environment artist, and prop artist for this project. I received help from Sir Thomas and Peake to help optimize the VVIS on the level to increase the performance significantly.
This level was also featured on the Mapcore Wingman Hubs on FACEIT over the winter.
Following this project I was well on my way to learning how to model. I decided to help a bit on a Sourcemod aimed at recreating a Quake-style deathmatch game in Source.
After running into engine limitations on the beefed up version of Source, I decided to repurpose those PBR-authored Quake assets into an aim map for CSGO.
Between working Paradise and the Quake-style levels I started working on a wingman level with a number of people, including Sir Thomas, iTwins, ynel, Jayk, and Jonmcbane on an unfinished project that was nicknamed Paradise 2.
I worked primarily as a set-dresser, prop artist, and material author, creating materials from photosources I took and PBR materials on Textures.com
This was a stepping stone for what I am currently doing on my three unreleased/unannounced projects which I am excited to share when they are ready. (One of them I do share a lot about on my Twitter and will be posting a few of the assets below).
My newest project, a Wingman level in Great Britain is well underway. I am primarily working as the prop artist, material author, and set-dresser for this project. I have improved and built on my techniques for generating PBR materials from photos I take and porting them into the CSGO Spec/Gloss shader workflow.
That's all I have for now. I expect to be sharing more soon... and I hope nothing takes too long.
I also want to say thank you to everyone whose helped me along the way and I'm excited for what's next!!
Cheers,
celery
(formerly TheOnionChef)
Here are the links to my ArtStation, Twitter, and workshop pages.
https://www.artstation.com/willgranda
https://twitter.com/celeryslice
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582
https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727
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snaulX reacted to esspho in Furnace
We' ve updated the workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664
This time our main focus has been the canal area once again. We've tried to simplify more and improve the overall map flow. Also Ts should have a little more room for setups at the round start.
Also B site got some more cover. Playtests showed that Ts used to have a hard time getting onto the spot. Now there is more safe space where they can't be seen directly by CTs watching from the window. The puddle of water below has been enlarged to make for easier dropdowns.
The new radar has more contrast and should be easier to read hopefully.
Overall the greybox is shaping up nicely and we are thrilled to be featured in the mapcore faceit hubs season 16!
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snaulX reacted to Kokopelli in [CS:GO] Offshore
New Horizons
Offshore will be getting a makeover with fresh textures and models to further realize the theme and set it apart from other maps in CS:GO (ahemNUKEahem). I'll be running playtests in tandem and going through the layout with a fine tooth comb to make sure gameplay is as polished as can be. Here's a look at the current state of gameplay.
Timings
(Fastest timings from spawn shown above.)
Design Intent
One of the most common criticisms of the wingman mode is that planting the bomb doesn't matter enough. My attempt at a solution was to create a layout that encourages CTs to play outside the bombsite to maybe, just maybe, increase the rate at which bomb plants would occur and matter, without making it impossible for the CTs to defend.
Sunken Bombsite
To give CTs an incentive to push out of the bombsite, I came up with the idea of having a plant zone at a lower elevation than the surrounding area.
(wingman_rig_v1)
This was the first savefile for Offshore (formerly named Rig). As you can see, the bombsite was completely different back then. I ended up scrapping it because I didn't think there was enough mobility on-site with the big tank taking so much space. What I did like were some of the angles created by the verticality, so I iterated some more with that in mind.
(wingman_rig_v2)
I even tried a version with the concept in reverse: a raised plant zone, but the vertically issues were even more prevalent (although I don't think that was inherent to the idea of a raised plant zone, but rather this particular attempt.)
(wingman_rig_v5)
A few iterations later I was still struggling with the bombsite design, but I had developed a few other ideas I was liking.
Catwalk System
From the start I knew I wanted the map to have an interior section and an outdoor section based on a catwalk system. I loved the idea of having a main route high above sea level and giving players a grand view of the ocean. I intentionally designed the catwalk to be narrow to make timing and positioning really important when trying to advance. I wanted the gameplay to have an element of danger, just like the setting.
(wingman_rig_v4)
A Vent Like No Other
While developing the catwalk section of the map, I came up with my favorite part of the map: the vent system. I needed a way for Ts to counter CTs advancing the catwalk. So I placed a vent opening across the gap below to give Ts a useful angle to hold. I liked that it also gave Ts a way to rotate to the interior section of the map. But what was even more intriguing was the fact that CTs could also jump to the vent to gain a strong flanking position against Ts playing the interior section of the map. This I knew I had to keep.
(wingman_rig_v5)
(wingman_rig_v13)
By version 13 the vision for the bombsite was starting to come together and I had worked out most of the base structure of the map, but I was having trouble figuring out where CT spawn should be to make the timings work as I wanted.
(wingman_rig_v20)
I tried many different permutations of hallways on the CT side of the map to make the timings work. By version 20 I was close, but I still had some kinks to work. I wanted to break up the symmetry on the bombsite a bit more and also give CTs more mobility when playing on the upper portion of the site.
(wingman_rig_v25)
By version 25 I had fully arted the map and was satisfied with all the pathing and timings.
(wingman_rig_v25)
The addition of the upper double door entrance to the bombsite as well as the catwalks around the pillars helped give CTs some much needed mobility on the upper site.
(wingman_rig_v25)
Placing the CT spawn point here fixed all the timings. With a boostable stack of crates, a ladder and a stairs all within view, my hope is that players are tempted to move out of the site from the get-go.
(wingman_rig_v25)
This expanded upper area with the crates helped to break some of the symmetry while providing cover for players navigating this side of the upper site.
(wingman_rig_v25)
The window entrance into the site from mid allows a player to check each position on the upper portion of the site first. By the time they get to the door, they can begin to scan the lower section. They can also use the yellow crate to get a steeper angle into the site.
And lastly, the addition of the truss detailing on the exterior allowed for the possibility of giving the Ts a jump puzzle to push into the control room. I love when art and gameplay meet in the middle.
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snaulX reacted to Yanzl in Resort and Castle assets
People have been asking me for use of these assests, so I'm releasing them here.
Free to use for non-commercial work, as long as you give me credit.
Castle: https://mega.nz/#!nMdiiByL!G7ouV97n6Go7BshYBPZ709QbXZdSwahcrAMCbYPwRSQ
Resort: https://mega.nz/#!yd1kVAKJ!kHEIWWOev84op5VvFeutFLkcV2nM8CixI__hwDm1Jb4
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snaulX reacted to wazeecha in [CS:GO] de_sapper
After running a few playtests last week, I've made corrections in response to all the feedback. Thanks again to everyone who joined the test.
A big complaint was about the openness of Graveyard and a lot of the wide weird angles that had to be covered. I've tried to address this by smoothing out the excavator angle, covering up the ditch ramp, adding a high-lo route to the T entrance, which really narrowed down the entire area. The faster interior areas have also been adjusted to (hopefully) remove that OP hold point for CTs.
Alternate angle:
B site has also gotten a re-work with connector stairs leading up to the former drop window. The ladder has been covered and there is now an additional drop entrance to site through a breakable floor in the apartment. I'm not sure how that last bit will play just yet, so that is pending further playtesting before I make it permanent:
Some other minor adjustments include cleaning up the mid apartments and balcony, which have been pretty much blocked off entirely. I've also smoothed out the cover in upper mid, replacing the old car crash area:
Ending on a more interesting note.. I'm hoping I can finalize the layout in the coming weeks and really jump into the detailing full time. One area near T spawn, now 'Barbershop', got a jump start on this:
The sign I hand-painted in gimp from reference, and I'm really pleased with how it turned out despite the mild case of carpal-tunnel.
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snaulX reacted to Nicky_Da_B in [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)
I published the map on steam workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=2313122612
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snaulX reacted to jakuza in Anubis Assets
Hey everyone,
Here are all the assets from Anubis + a zoo file. Unfortunately some of the models aren't complete or really useful. I meant to clean everything up a bit before doing this, but I haven't gotten around to it and I figure it's better to just put it up now than keep delaying. Hopefully I find the time to come back and fix some of these up later on.
Anyways, here ya go: https://www.dropbox.com/s/ryx5i5ssab1d569/anubis_source.zip?dl=0
Also, please let me know if something in the zoo is missing from the files and I'll upload it asap.
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snaulX reacted to Kokopelli in [CS:GO] Cusco
UPDATE PREVIEW
BALANCING CT SIDE
After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid.
UPDATED RADAR:
With this change, each team can now fully control a mid connector before any engagements. When CTs take control of A mid, they are rewarded with another connector to B mid for flanks/rotations. When Ts take control of A mid, they gain another entry point to A site. The same is true for B mid and B site respectively. Think this will greatly improve the dual-mid dynamic.
SIGHTLINE NERF
Another small but significant change was eliminating this long sightline from top of A mid to A site, which was cutting the site in half and making it real hard for CTs to rotate into the site safely. This new big piece of cover serves to block that sightline while also helping Ts find cover on the approach into the site—plus CTs can also boost up onto it to gain some interesting vantage points.
BETTER DEFENSE
Another focus with this update was improving CT defense on A site. I altered some of the geometry and placed two vendors stands to give both defending and attacking players better cover to work with. This helped eliminate even more long sightlines across the site.
IMPROVED A SITE COVER
The new vendor cart leaning against the truck creates safer plant positions for Ts.
REWORKED A MAIN
I rerouted the path from warehouse to A site to make it less overwhelming for CTs.
Ts must now push out farther before getting visibility of the site. They are then rewarded with this cubby for pushing out.
OVERHEAD VIEW
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snaulX 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!
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snaulX reacted to C-NAP in [WIP] | Moon
Ive been working on this map again quite a bit in the last time, greybox is soon to be finished, the map is now called "Base Selene". If you are interested in it even more, Ive been talking about the updates on youtube a bit:
https://www.youtube.com/channel/UCW7xMG1QYqqwkurHPj0NYoA
There is also a new workshop for it:
https://steamcommunity.com/sharedfiles/filedetails/?id=2297375610
These screenshots are from whats going to happen in the next small update:
Radar:
Rest:
As always, any feedback is appreciated. Have a nice day
Also, should I make a new thread for this in 3d? Since this contest is done for over a year already and the map name changed.
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snaulX reacted to Kokopelli in [CS:GO] Cusco
Thanks all for your input. Made some gameplay improvements to the map based on reviewing demos and playtester feedback. Feeling good about these changes. I think they address the core issues and improve the logic of the map. Let's see how the next playtest goes this week.
CHANGE NOTES
[A SITE]
Moved plant zone to truck Reworked truck shape to eliminate headshot angles when a player is on top Moved boostable propane cannisters to side of truck to eliminate headshot angle Widened A main and added boostable crates near warehouse entrance [WAREHOUSE]
Forklift now boostable [MID CONNECTOR]
Redesigned connector to reduce the number of sightlines visible at once when pushing to/from A-mid Rerouted to B-mid for smoother rotations [B-MID]
Slightly reworked elevation to create a defined pit area Added some cover Added a trim on T stairs [B SITE]
Redesigned cover on bombsite Closed off part of crypt Reworked main entrance from CT spawn Widened balcony and added some cover Balcony now fully wallbangable [T-SPAWN]
Widened area in front of cathedral entrance Moved some T spawns back -
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snaulX got a reaction from Freaky_Banana in Construzione
https://steamcommunity.com/sharedfiles/filedetails/?id=2110824032
Map Construzione (from Italian - "construction").
Idk why but Valve dont give ability to set retakes mode for workshop maps. So retakes mode on this map not working
Story: Separatists landed on a train to a small Italian town to prevent big company "Crown" build a new nuclear power plant.
It's my first map and I was spending on it 250 hours/7 months. Also I need to notification that layout is probably worst in the world bad and this map should be playing only for fun (not competitive).
Screenshots and radar on workshop page.
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snaulX got a reaction from Rump3L in Construzione
https://steamcommunity.com/sharedfiles/filedetails/?id=2110824032
Map Construzione (from Italian - "construction").
Idk why but Valve dont give ability to set retakes mode for workshop maps. So retakes mode on this map not working
Story: Separatists landed on a train to a small Italian town to prevent big company "Crown" build a new nuclear power plant.
It's my first map and I was spending on it 250 hours/7 months. Also I need to notification that layout is probably worst in the world bad and this map should be playing only for fun (not competitive).
Screenshots and radar on workshop page.
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snaulX reacted to Serialmapper in [CSGO] de_verb_alpha
The goldsource style it is still present in your map. Nowadays the CS:GO contains high quality assets. Don't be afraid to use them. By the way, what is the theme of your map?
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snaulX reacted to ynel in de_maar wip
Our current layout, still heavily wip, but don't wanna be super quite about it here
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snaulX reacted to Twinnie 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!!!
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snaulX reacted to Twinnie in de_pithead WIP
I decided to make a new topic since i am making the map alone now, thx to @DutchCrazyGamer for some of the ideas for this map! i wish him best of luck on his map :D
here some wip shots
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snaulX reacted to Kokopelli in [CS:GO] Cusco
I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity.
CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza.
The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn.
A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover.
I added a little nook in the middle of the plant zone for a safer plant position.
Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover.
T Spawn - T spawn is based on the Santa Ana Arch.
The route to B takes players through a cathedral based on the Basilica Catedral del Cusco.
The route to A leads up a residential road based on architecture around the Santa Ana Arch.
I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in.
Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction.
A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site.
I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route.
B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago.
I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position.
The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony.
MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map.
There are also windows overlooking the CT side of Mid as well as B site proper.
UPDATED RADAR
Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2098558153
I'll be scheduling a playtest shortly.
