bobbyD
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bobbyD got a reaction from RA7 in [CS:GO] de_kami
Hello,
I have changed almost every single floor texture on the map. I went for a more "shiny" look in key areas like the bombspots and paths leading to key areas (e.g. T spawn -> mid, T spawn -> A lobby):
The actual T spawn and the lower part of CT mid are now proper wooden decks. I also replaced the fence with a custom fence to fit the "Shinto" red/black theme:
The small area which separates the A long path leading to the river, now has a small fountain and a couple of benches. This spot felt really empty before. I also added a decal on the wall:
Furthermore I changed the ceiling of the mine (B connector):
Some floor texture still need some work, for now I used simple white non-shiny tiles:
That's it for now, next on my TODO list are walls and soundscape (and ofc the remaining floor textures).
Peace
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bobbyD got a reaction from zombi in [CS:GO] de_kami
Hello,
I have changed almost every single floor texture on the map. I went for a more "shiny" look in key areas like the bombspots and paths leading to key areas (e.g. T spawn -> mid, T spawn -> A lobby):
The actual T spawn and the lower part of CT mid are now proper wooden decks. I also replaced the fence with a custom fence to fit the "Shinto" red/black theme:
The small area which separates the A long path leading to the river, now has a small fountain and a couple of benches. This spot felt really empty before. I also added a decal on the wall:
Furthermore I changed the ceiling of the mine (B connector):
Some floor texture still need some work, for now I used simple white non-shiny tiles:
That's it for now, next on my TODO list are walls and soundscape (and ofc the remaining floor textures).
Peace
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bobbyD reacted to zombi in [CSGO] [WIP] Paris
Hello nerds ?
I have been working on this map for few months already. Map has been updated with major changes after last playtest and because I'm happy with current version I decided to show it here. Feedback is aprreaciated!
Steam workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2547145592
Overview
CT spawn
TT spawn
Mid and TT entry
A site
B site
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bobbyD reacted to ZooL in [CS:GO] Zipline - Simple Titanfall / Apex Legends style VScript ziplines
ZIPLINE
Simple Titanfall / Apex Legends style VScript ziplines for CS:GO
GIF of ziplines in action.
Features:
Simple usage, make a move_rope, name it with '_s' as a postfix, make another, name it the same but with '_e' as the postfix, you've got a zipline. Can choose if they work in both directions or only one ('_e' for both ways, '_ee' for one way). Ability to instantiate ziplines on the fly (if you know what you're vscripting, check main.nut). Can be configured (speed, height, func_button distance, jumping off / dropping manually). Ability to Jump off the zipline or Detach (Crouch) like in Titanfall/Apex. Quadratic movement for rope slacking (thanks ficool). Template zipline pole and arm models. Uses existing Danger Zone sounds. Very lite game string table impact. Anti player stuck. Example map
Usage:
Unzip to the location of your choice (CS:GO folder or Project folder) Insert the zipline_core.vmt instance in your map, set the Entity Name Fix Up to None Create a zipline with two move_rope, one named yourzipline_s, the other yourzipline_e or yourzipline_ee Turn off SmartEdit on the '_s' and add a KeyValue named health with a value corresponding to your curvature Test it in-game You can test new health curve values with this console command until it's right: script zip_setCurve("yourzipline", X) Assign the new health value Make more ziplines Pack your BSP
How does it works?
The VScript will find every move_rope corresponding to the start of a zipline ('_s' suffix) and will find its exit ('_e'), then will spawn func_buttons along that rope.
It gets the direction of each starting move_rope, their curvature value, etc.. then stores them afterwards.
Once a player press Use on a spawned func_button, that button will retrieve its zipline parameters and make the player move toward their desired direction (forward or backwards) in a loop until they press Jump / Crouch or arrive at their destination.
Players that were on a zipline check if there's a player inside them until there isn't, if there is, they'll be pushed backwards on the zipline to get unstuck.
Tips:
Be careful where you put ziplines, players are 32 HU large and 72 HU high, if they're placed too low they'll get stuck inside the floor.. ziplines have a height offset too, then there's the curvature on top of that. You can change the speed and other settings in scripts/vscripts/zool/zipline/config.nut
Issues:
There's no animations for players on a zipline, they'll just float bellow them. No clue if hitboxes are correct while being teleported but they're likely fine. It's possible to miss the zipline if you're inside the func_button you're trying to press.
Enjoy!
Zipline.zip
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bobbyD reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)
Just some quick screenshots to keep you guys posted on the progress. Layout-wise the biggest changes were made to mid-connector to B and B long.
The route to A long has been shortened. There's also a nice view now.
The theme of A bombsite has been fleshed out more. The layout has been slightly simplified.
Entrance to mid from T has been widened and a new one-way window was added for players to rotate faster from B long. (playtesting needed)
A view from outside the playable area looking into CT spawn. The theme of the map is slowly but surely developing.
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bobbyD reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)
Hi guys,
As I wait for a first play test to happen, I make progress on the more "artistic" side of the mapmaking. This is very important to me, to explore what kind of atmosphere I want the map to have. While I've never been to Malta and I certainly wasn't around in the 60's, I daydream about life in Caligula, my fictitious place on the island. This doesn't involve any progress to the mapfile itself, I'm basically just shaping this place in my head. What was believable there, how was everyday life like? Even: what are the people like and what did they do? I try to use my imagination and walk around the place in my head, I meet people, look at the buildings. What does it smell like? And so on...
Reference material is essential to this, to make the place feel alive and believable. So today I would like to share some of those moods I've been throwing together, so you guys can get a feel for where this is going.
I also wanted to share this amazing video with you guys, 36 minutes of Malta in the sixties. This has just been an amazing resource for me:
There's just something about video, a normal photograph can't capture.
In the sixties Malta was an architectural mixture of "newer" and old greek influenced buildings. While not all these photos are from Malta, they give me a sense of atmosphere...
Color is going to play a pivotal role in making Caligula feel alive, while also providing the map with a great flow, great understanding for new players and unique look. I'm mostly exploring bright yellow / white tints, with elements in various shades of lively blue and the occasional color accent of red / purple / pink.
Signage on Malta in the sixties was clean! Many typography examples I find from the island are just straight modern looking. This is perfect, it fits directly into a map that's going for a "clean" look, while still being believable. The last thing I want to do is make the map feel "too much" or over-detailed. Visibility is a huge factor and these clean typographic signs feel just right!
I'm developing some standout areas in my head. Ancient greek ruins on A bombsite, a more modern statue on bombsite B, a fish market, a flower stand, maybe a fruit stand, a costume maker with these typical 60's men suits, maybe a chocolatier. Since the map has some height difference, especially nearing bombsite A, I also want a beautiful view on the sea. Important to making these places feel living and breathing, will be to provide a fitting soundscape: the occasional bird, the scream of a seagull in the distance, a mediterranean wind, cracking wood, flowers at the flower stand in the wind, etc
Thank you so much for reading my nonsense, I hope you like where this is going! Feedback is highly appreciated as usual!
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bobbyD reacted to osKo in [CS:GO][WIP] Moscow
Inspiration
Overview image [Alpha 6, most recent]
Map [Alpha 5]
Download the most recent version of the map [Alpha 5]: From Steam Workshop
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bobbyD got a reaction from blackdog in [CS:GO] de_kami
Hey,
Thank you very much for the feedback and I'm really sorry for the late reply.
This is still an issue, I tried to use decals (e.g. moss as you mentioned) to make the wall more "unique":
This is on top of my TODO-list, I'm experimenting with different floor textures at the moment to guide the player towards key areas (bombsites, mid). One example is the B lobby:
I reduced the overall number of boxes, the remaining boxes all serve some purpose (cover, boosting option). Especially the B bombsite feels less cluttered:
Bombsite A has still quite a few boxes which all serve as cover or as stairs, though some boxes could be replaced by a different obstacle in future:
Those were shortened after the first playtest, since the position was really overpowered:
You are right, it did feel kinda out of place and it did not fit the ancient Japanese theme at all. I used the owl originally to reduce the space on the B bombsite, but since the map got smaller the owl became obsolete.
There is still some work and playtesting to do and I will post updates more frequently from now on. Thanks again for the feedback @blackdog, I really appreciate it.
Peace
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bobbyD reacted to blackdog in [CS:GO] de_kami
Looks good.
Not sure your plans but you used the same stone wall texture... and I know it makes sense but makes the map feel labyrinthic already from the pics. Also the height of the wall seems the same pretty much everywhere, contributing to the effect. One thing to break it up could be using some moss, considering it normally grows on the north side of objects, you could try and see if you can "orientate" the map.
It would be great if you could find a way to cordon the areas, use some coloured trims to allow players to recognise the areas. Also some sort of fixture or decoration that could help distinguish the main lane to guide the players.
Apart from that, the biggest problems I see is the overuse of boxes (that maybe is a placeholder anyway) and the mid stairs that are a bit too long and could benefit from being broken up in 2-3 ramps with landings (then you could provide a (self)boost option)... so you're in a pretty good place.
Oh, the owl statue looks out of place, got any reference? will be replaced? feels like something from harry potter.
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bobbyD got a reaction from RA7 in [CS:GO] de_kami
I made some changes to CT mid to give CTs more cover.
I also improved the radar overview.
