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WIP in WIP, post your level screenshots!


Marcos

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I'm currently working on three spinoff maps based on the final arena of my minigame/obstacle course map that I released a few weeks back. Keeping with the spirit of the original map, I'm planning on keeping most of white concrete floor with brick wall aesthetics for the existing locations. New locations, though, will be more detailed.

The first map will be a defuse map. As this map (and the original arena) is based closely on Dust2, I don't think I need to talk about that map much, other than the fact that there'll be a secret area.

The second map will be a hybrid CSDE hostage rescue/defusal map. Using Dust2 callouts as a reference, the hostage is located around T Plat while the hostage rescue will be located around A Plat (the bomb site locations remain the same). CTs have a major advantage in hybrid maps, given that not only can they win if they rescue a hostage, regardless if the bomb has already been planted, they can also win if the time runs out. I think I can balance things out by removing the ability to defuse bombs, while setting the bomb time to 60 seconds to give CTs time to rescue the hostage. Unfortunately, it's hard to test this out with bots, as bots have no idea how to handle hybrid maps.

The third map will be a hostage rescue map, or more specifically, a hostage escort map. CT and T spawn positions will be flipped. The hostage will once again spawn around T Plat (which is now near CT spawn), while the hostage rescue sites will be located around Back Plat and Goose. The rescue zones will be blocked by doors at the start of the round. These doors will open 20 seconds after CTs reach an area near the rescue zone (B Plat, A Plat or Ramp). Based on a test map I've made, I think bots can actually play this type of hostage map, as long as you place the trigger directly in front of the doors. The hostage carrier will try to walk through the door while its closed, but once the door is opened, the bot will walk in like in any other hostage rescue map.

And now some screenshots:

Bombsite B. I'm going for a Dust-inspired-office-courtyard-under-construction theme here:

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20200730174022_1.jpg

 

 

 

Tunnels:

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Server room (similar to CAT). Server models taken from de_breach:

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20200730174114_1.jpg

 

 

 

Vertical farm. I was trying to use something like this as a reference, but lights don't seem to work particularly well on small shelves.

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20200730174136_1.jpg

 

Edited by sn0wsh00
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Made some updates to my mg_space_race spinoff maps. For the tunnels, I added more details to the columns (taken from de_season) and turned it into a commons area.

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20200803224331_1.jpg

For the vertical farm, I added some more details to the ceiling, giving it an exposed truss/rafter look, and changed the light color as well. PSA: if you're looking for an easy way to design your HVAC system, use de_nuke's airduct models. They're very conveniently sized and modular.

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20200803224224_1.jpg

 

 

 

 

Edited by sn0wsh00
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I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something? 

Edited by Soldat Du Christ
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9 minutes ago, Soldat Du Christ said:

I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something? 

Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.

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I decided give my mg_space_race spinoff maps a backstory:

Terrorists opposing a renovation project have seized a sector of an interstellar space station, killing the project's manager (bomb defuse version) or taking him hostage (CSDE hybrid version). Making matters worse, they now threaten to bomb the construction sites. Using a top secret portal, counter-terrorists have tunneled into the sector with the intent of stopping the terrorists.

(for the hostage escort version, the terrorists are the ones who have portaled into the sector, after seizing the portal laboratory. Seeing the sector as a lost cause, the CTs have to escort the project manager to safety).

Here's what I've come up with for the portal lab:
 

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20200807215559_1.jpg.2b22ebc8385607a5880b6ee1a696fdf1.jpg

 

And here's how the portal looks like from CT spawn (I used env_cubemap's brush face entry to tie the cubemap to this texture):
 

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20200807220439_1.jpg.4d660e1fa9123e8101c4691f5956915e.jpg

 

It's possible to enter the lab in a middle of the game, but be wary of the fact that there are sensors in the lab. I originally tried linking the env_cubemap to a dome displacement with the intent on making the portal look like a wormhole. Unfortunately, the game kept crashing after I built cubemaps, so I had to use a flat brush instead.

Edited by sn0wsh00
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I've finally managed to make spherical wormholes, with gravitational lensing, for my mg_space_race spinoff maps using prop_static entities. I simply made a sphere brush and a torus brush in Blender (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations.

Here's how the wormhole looks like leading from the main level into the portal lab:
 

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And here's how it looks like going from the lab to the main level:
 

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20200810185206_1.jpg.4f8a35c23939a5d5d79f45e4c21dc61b.jpg

 

 

Edited by sn0wsh00
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