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WIP in WIP, post your level screenshots!


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Posted (edited)

Okay, so I won't be able to do anything with my map for a few days, might as well try and get some feedback.

I can only give you guys an overview, since we still have no internet. Any feedack is apprechiated, even if its only speculation from the overview.

Standard overview: 

https://www.dropbox.com/s/x5wjvwl0m8kn1pu/foto 2015-09-09 14 23 04.jpg?dl=0

Sites, spawns & routes: 

https://www.dropbox.com/s/i9um9bv6op8r89x/foto 2015-09-09 14 53 09.jpg?dl=0

There will be a playtest of the map soon :)

Edited by Logic
Posted

I downloaded this skybox and it seems the author did not enable "clamp S" and "clamp T" which is why you are having the edge seams between the different parts of the skybox (rt, lf, dn, up, bk, fr)

You can still fix it quite easily: just open the vtf files in VTFedit and tick the boxes next to clamp S and clamp T, then save (do it for the 6 vtf files you have).

Test in-game and the edge seams will be gone so your skybox does not look like a giant edged cube

Hope this helps

Posted

Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.

0a1257fc778bf1476bcfcabab8cb1a8d.thumb.j

 

Ayyy! I played on HG servers a few times a while back. Glad to see the community is still alive and kicking. Is the setting going to be nighttime or lit like the skybox?

Posted

Some more WIP shitlets

LR4vnWl.jpg

Nice.

Is this part of a playable level or just some "artistic doodling"? :)

The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).

You probably noticed them and it's all WIP, so all is good :-D

Posted

Nice.

Is this part of a playable level or just some "artistic doodling"? :)

The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).

You probably noticed them and it's all WIP, so all is good :-D

Yeah, it's just me messing around with an idea seeing what I could accomplish. 

The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
2010-08-12-Dinant-2010-08-12.jpg

Other notes:

I didn't know about the Info_lighting part, thanks!

Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.

 

But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.

Posted

Yeah, it's just me messing around with an idea seeing what I could accomplish. 

The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
2010-08-12-Dinant-2010-08-12.jpg

Other notes:

I didn't know about the Info_lighting part, thanks!

Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.

But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.

No worries :)

Some props still require an info_lighting even though compiling with -staticproplighting -staticproppolys in vrad solves 90% of these black tint shadows on props. This trim is one of them where the origin gets deeply buried inside the brush/displacement underneath; placing an info_lighting just outside the trim will give it a natural lighting.

For the displacements, it's a bit tricky as Hammer has these rounding errors since 1996 :D; what you see in the vmf might not be what is actually stored in the bsp, vertices-wise.

Your best bet is to have all the brushwork perfectly aligned on-grid BEFORE turning them to displacements; making one displacement and then copying/cloning it to complete the wall will generally give these gaps and even sewing the displacements won't fix them (Hammer will always think that one of the edges is not shared).

If you did this and you're still getting these open seams, then you can use a trick I used in one of my maps :-D to "camouflage" these seams: just add a thin displacement or prop on top of the seam (same sloped angle) to serve as a sort of support pillar, a decorative visual and a perfect camouflage for the seam :D; 3 in 1, can't beat that.

Good luck and hope to see this reference photo in action in-game :)

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