Squad Posted July 23, 2015 Report Posted July 23, 2015 also testing a new workflow using source 2 hammer to create level specific props and exporting them 1:1 to sourceLet us know how that works out Would be interested to learn more about that.Good luck on the remake! Are you going with a dusk/dawn theme or are these shots just from playing around with lighting env? ShockaPop 1 Quote
Guest Posted July 23, 2015 Report Posted July 23, 2015 (edited) It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images. Edited July 23, 2015 by nikkoship Quote
will2k Posted July 24, 2015 Report Posted July 24, 2015 some wip screens from heat remake level for csgo, this will be my largest csgo project to date, 80-90 custom props, 20-30 new materials, also testing a new workflow using source 2 hammer to create level specific props and exporting them 1:1 to source,some non-sexy screens, This is awesome.It's happening ; told you last year when you started your Dota2 project that you'll spearhead the source2 development for CSGO and here we are Vaya 1 Quote
Quotingmc Posted July 24, 2015 Report Posted July 24, 2015 It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images. This is really cool! I wish arms race got more love. Quote
mr.P Posted July 24, 2015 Report Posted July 24, 2015 Let us know how that works out Would be interested to learn more about that.Good luck on the remake! Are you going with a dusk/dawn theme or are these shots just from playing around with lighting env?Yeah sure, it's a quite simple process (with room for improvements), but basically the steps I've used is:1. Build your layout in Hammer S1 (using dev textures)2. Import your level into Hammer S2 (if you are building with custom textures you will need to make separate materials)3. Build your props (ref mesh and col) export as FBX (note, you can build a col mesh in Maya, but I think it goes faster in Hammer S2, also UV mapping is not properly saved when exporting to FBX)4. Import into maya, UV the prop, export with MESA-tools (far superior 3party model exporter than whats available for other tools) - guess you can import the FBX into any 3d program with exporter to Source15. Add models to level in Hammer S1Will hopefully have a first version in a few weeks, but with the international coming up etc I'm not sure how much spare time I will have Just playing around with the lighting now, have a few cool skyboxes but the skymaterial still seems to be broken ...and think I'll go with a skybox included in CS:GO to keep size down, and since the last level I made was set during night I think this one will be day This is awesome.It's happening ; told you last year when you started your Dota2 project that you'll spearhead the source2 development for CSGO and here we are Wooot, was that a year ago!? time flies when having fun! heheh Squad 1 Quote
Squad Posted July 24, 2015 Report Posted July 24, 2015 Thanks, mr.P Can't believe that was already a year ago! Quote
'RZL Posted July 24, 2015 Report Posted July 24, 2015 It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images. The blue bricks look pretty huge, I'd suggest to scale them down a notch, to be more on par with the bricks in this picture:Anyway, it looks pretty promising so far. Quote
Sprony Posted July 25, 2015 Report Posted July 25, 2015 So much great work here! While we're waiting for QuakeCon, here's a small tour of Mars City; In progress areas from Doom 3: Phobos I was wondering what the status was. Looked up the mod page last week. Good to see you guys are still working on it. Especially with Doom3world going down, there's not much of a Doom 3 community left. Quote
Ahoy Posted July 29, 2015 Report Posted July 29, 2015 (edited) What do you guys think I can do to spice up my gym area? I'm okay with how it looks like in the 1st picture, but it looks like complete crap when viewed from the opposite direction. I have no idea what to do with this room Edited July 29, 2015 by Ahoy blackdog 1 Quote
Pampers Posted July 29, 2015 Report Posted July 29, 2015 Everything is all symmetrical, so your eyes don't stick to anything. You could play with lines pointing to something gameplay relevant, like an exit or bombsite etc. Guide the player with light, contrast and colors. Quote
Logic Posted July 30, 2015 Report Posted July 30, 2015 (edited) B-site on de_complex (temporary name) I've been working on for a time now. Still figuring out how the rest of the level will work out. Balance is a big focus right now.Graphics and props are temporary. I wont start with the theme/detailing until I know that the layout works and is fun to play! Edited July 30, 2015 by Logic Forgot stuff... afallensentinel 1 Quote
afallensentinel Posted August 1, 2015 Report Posted August 1, 2015 Looks great! Really reminds me of B-site on dust2, the right passage being the tunnel and left being double-doors. Loving all different covers!Attached images are from a map I've been designing, it's still in early development and especially the hallways need some polishing. Quote
Vaya Posted August 1, 2015 Report Posted August 1, 2015 scale looks mental there, what's the map timings to sites?Thanks Quote
Logic Posted August 1, 2015 Report Posted August 1, 2015 Looks great! Really reminds me of B-site on dust2, the right passage being the tunnel and left being double-doors. Loving all different covers!Attached images are from a map I've been designing, it's still in early development and especially the hallways need some polishing.Thank you. Yes, the B-site is quite similar to Dust 2, with the tunnel and all, but I'm trying to make it wider and more interesting for attackers. T's will be able to throw smokes and flashes through the window over the door and maybe other windows once I start detailing the map.I can't say much about your level from the overview screenshots, but you can use cl_leveloverview to take a flat screenshot of your level from above, makes things look a bit better Quote
Overdoziz Posted August 2, 2015 Report Posted August 2, 2015 Hey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer. gav and Sprony 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.