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WIP in WIP, post your level screenshots!

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22 hours ago, I ♡ The 1950's said:

Really nice work @Dimitris Politis! It looks like it could be really fun! Though I think those beams really should go.

Hi yes I agree, these were put there in the beginning stages of the layout designing and they stayed there for some reason.

Do you have any ideas of what it could be there? :)

 

This is a pic of the future to be T Spawn. There''s A LOT of work to be done but I''m getting used to Hammer and I'm getting faster and faster when doing things in it.

Maybe the texture will change but looks pretty sweet to me.

 

Also, the ground will be displaced to resemble a bumpy, foresty ground. Of course I will add props to it but in a later stage.

 

20190315115245_1.jpg

Edited by Dimitris Politis

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16 hours ago, Dimitris Politis said:

Do you have any ideas of what it could be there? :)

I'm glad you asked!

Perhaps it could be replaced with an elevated platform with some cover. That's what I first thought of when I saw it.

And here's a little side note: Perhaps a different name would be better for the map. There are probably hundreds of maps on the workshop with the name "Abandoned" already. Perhaps Corrosion (de_corrosion) would be better? (Corrosion is a fancy term for rust)

Edited by I ♡ The 1950's

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3 hours ago, I ♡ The 1950's said:

I'm glad you asked!

Perhaps it could be replaced with an elevated platform with some cover. That's what I first thought of when I saw it.

And here's a little side note: Perhaps a different name would be better for the map. There are probably hundreds of maps on the workshop with the name "Abandoned" already. Perhaps Corrosion (de_corrosion) would be better? (Corrosion is a fancy term for rust)

 

Yes, at some point I thought of that too but thought to deal with it later when the map would be almost complete. I usually like words with the vowels removed so I thought of de_bando

Maybe it could also be de_wild or de_arisan (Arisan is old English for "to arise" ) - Anyway, there are countless possibilities.

Would you be so kind to give me an example of the platform you are talking about ?

Thanks for the time :)

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12 hours ago, Dimitris Politis said:

Would you be so kind to give me an example of the platform you are talking about ?

Thanks for the time :)

Well you'll have to excuse my subpar image editing skills (If I had the .VMF, I'd whip something up really quick), but something like this would be nice. (Just be sure to move it back behind the bars instead of where I put it. I only did it to make it easier to edit) Just add some cover onto the platform and it could be an interesting spot. Though you'll have to test that yourself since I'm not entirely sure 😂

mid-house-fromCTview.jpg.8449d8b87edea31acb2ca42222dfc247.jpg

Edited by I ♡ The 1950's

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@I ♡ The 1950's

 

Now Im kinda stuck. I started making all the floor into displacements

 and texturing a bit left and right but the thing is I DON'T LIKE ANY OF THE

DEFAULT TEXTURES.

 

Am I too much in my head? I also don't like using already used props. I think I'm

just too much in my head.

 

I removed all the displacements and put all the dev textures again. Now I'm trying to clean up

the layout a bit.

 

I have a question, is it better to have solid brushes or to make them hollow for easier manipulation? Thanks.

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5 hours ago, Dimitris Politis said:

I have a question, is it better to have solid brushes or to make them hollow for easier manipulation? Thanks.

Well that's ultimately up to you, but I'd recommend that you keep them solid brushes for now :)

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Finished playable graybox for de_dust22!

Please tell me how do you fell for the layout. I would appreciate any kind of advice or suggestion. 

TECH

PS: I have a one question guys. will the radar upload to the workshop automaticly?

20190322212349_1.jpg

20190322212408_1.jpg

Edited by TECHNICKER
question

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11 minutes ago, TECHNICKER said:

 I have a one question guys. will the radar upload to the workshop automaticly?

Yes.

https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool

The map publish tool will automatically pack certain files if present. If any of the files are on disk at the time the map is selected for upload, the tool will add these to the BSP's pak file for you.

  • maps/mapname.nav file used for bot navigation.
  • maps/mapname.txt file used to populate the loading screen text.
  • maps/mapname.kv file used to specify default game mode, character skins and other options .
  • resource/overviews/mapname_radar.dds used for the radar and spectator overlays.
  • resource/overviews/mapname_radar_spectate.dds, an optional file used for the spectator overview if you would like your overview to look different than your radar. If this doesn't exist, it falls back to using the radar file.
  • maps/cfg/mapname.cfg, a cfg file to run when this map loads (used to support custom game modes).

Other files (for example, custom materials and textures not shipped with CSGO) need to be packed in the bsp separately using bspzip or third party tools. Note: Pakrat will corrupt some CSGO Nav files, so it's best to let the map publish tool do the nav file packing.

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Just one question guys. How can I get props, textures and all those things from new dusts? And can I use it in my map freely? (I gusess so since there are some assets from newferno and newdust in hammer)

Edited by TECHNICKER

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4 hours ago, TECHNICKER said:

Just one question guys. How can I get props, textures and all those things from new dusts? And can I use it in my map freely? (I gusess so since there are some assets from newferno and newdust in hammer) 

Every asset from the new dust2 is available already in the hammer editor, under the name hr_dust, all valve made assets from any of their games are free to use as long as its within one of there games.

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