w0llmart Posted December 1, 2013 Report Share Posted December 1, 2013 i don't mean to derail the phallic discussion but this csgo screenshot for de_rostok is probably a loaded metaphor too you can find more phallocentric competitive action here:http://steamcommunity.com/sharedfiles/filedetails/?id=181663471 Quote Link to comment Share on other sites More sharing options...
KOLARI Posted December 6, 2013 Report Share Posted December 6, 2013 Quote Link to comment Share on other sites More sharing options...
Nerve Posted December 8, 2013 Report Share Posted December 8, 2013 (edited) I know this is scrub stuff compared to you guys, but it's the first ever map I've started work on after getting to grips with the fundamentals of Hammer. A laboratory themed map, this will be the main hallway/choke point in the centre. (Ignore the lighting, temporary at the moment so I can launch in-game to test) Edited December 8, 2013 by Nerve Quote Link to comment Share on other sites More sharing options...
Nerve Posted December 8, 2013 Report Share Posted December 8, 2013 Been doing a bit more work on de_laboratory. This is bombsite B, the door at the top leads back to the main hallway, the lower door leads to underground tunnels for easy rotation and the door on the right is a path from CT spawn. Quote Link to comment Share on other sites More sharing options...
Puddy Posted December 8, 2013 Report Share Posted December 8, 2013 just something to consider: maps that are 100% indoor tend to feel mazy and claustrophobic. If possible you should include some more open/outdoor areas. Nerve 1 Quote Link to comment Share on other sites More sharing options...
Nerve Posted December 8, 2013 Report Share Posted December 8, 2013 (edited) Thanks Puddy, I'll bear that in mind Edited December 8, 2013 by Nerve Quote Link to comment Share on other sites More sharing options...
mr.P Posted December 14, 2013 Report Share Posted December 14, 2013 somewhere in the jungle; the good guys must rescue some treehugers from the bad guys... will hide the seams with the big aztec trees OrnateBaboon, Squad, Nerve and 1 other 4 Quote Link to comment Share on other sites More sharing options...
OrnateBaboon Posted December 14, 2013 Report Share Posted December 14, 2013 That looks excellent. Height map generated? Quote Link to comment Share on other sites More sharing options...
MaK Posted December 14, 2013 Report Share Posted December 14, 2013 Woah, nice displacements man! Quote Link to comment Share on other sites More sharing options...
mr.P Posted December 14, 2013 Report Share Posted December 14, 2013 thanks, baboon: started the layout with blocks, then made a easy raw, added some erosion to it, then brought it back to source and modified it, every thing in the playable area is by hand - its not a large map so didnt take too long, I find it semi hard to preserve any decent heightmap details once you start blobbing with the displace tool in source, all n all the map is 99% heightmap the only instances made from bps will be the buildings, playable area has density 3, skybox 4, Quote Link to comment Share on other sites More sharing options...
KOLARI Posted December 14, 2013 Report Share Posted December 14, 2013 I started to rework on my older map, trying to make it look somewhat decent with new theme. I want to finish this before continuing to work on de_tibet. I think im somewhat close to finishing the outside part and have only caves left to do after. Would like to hear what you guys think about it. Didn't feel like making a thread for just some quick feedback. OrnateBaboon, El Moroes, ⌐■_■ and 2 others 5 Quote Link to comment Share on other sites More sharing options...
blackdog Posted December 14, 2013 Report Share Posted December 14, 2013 Like the general mood and background.First shot: seems like players can do ladder and easily get on top of the roof via the wood pile, is it intended? Quote Link to comment Share on other sites More sharing options...
Dejavo Posted December 14, 2013 Report Share Posted December 14, 2013 Are the textures your own? They have a nice consistent feel to them. Quote Link to comment Share on other sites More sharing options...
TermInator525 Posted December 14, 2013 Report Share Posted December 14, 2013 i like the changes. looks familiar (i know its a port / vietcong remake). I'm not so sure about your greenish looks of your map. My guess is: It will be hard to see the players (especially if they have green clothing). Maybe you can break the look of this mountain a bit. its too unified atm. Quote Link to comment Share on other sites More sharing options...
KOLARI Posted December 14, 2013 Report Share Posted December 14, 2013 Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong. The terrorists spawn inside the mountain and CTs on shore and docks. Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures. Quote Link to comment Share on other sites More sharing options...
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