MadsenFK 581 Report post Posted October 4, 2020 Throwing together some new ideas for a 5v5 map i was working on last year Spoiler 11 VIOLATION, StormCatcher.77, slavikov4 and 8 others reacted to this Quote Share this post Link to post Share on other sites
nekture 3 Report post Posted October 9, 2020 Doodlin' some bombsite ideas. 3 a Chunk, That50'sGuy and Donskioni reacted to this Quote Share this post Link to post Share on other sites
That50'sGuy 512 Report post Posted October 13, 2020 (edited) It took a while to figure out how to do it, but I actually managed to port a few of the models from Half Life: Alyx to CS:GO! (including it's skin variants) My new lockdown project as of a week ago is to attempt to port as many of these beautiful high quality models/textures to Source 1 for other mappers to use. It's surprisingly fun to do, though each model presents a different challenge of what needs to be fixed to get it to work. Plus trying to recreate the Source 2 shaders in Source 1 is quite difficult. But I'll keep on working at it! I like a challenge, and this is fun! Edited October 21, 2020 by That50'sGuy 9 cruptor, Lefty, slavikov4 and 6 others reacted to this Quote Share this post Link to post Share on other sites
wazeecha 39 Report post Posted October 16, 2020 Since the wingman contest has ended I've been working on a new greybox of cs_sapper, a hostage map loosely based around the city of Bo, Sierra Leone. This is now the 9th iteration of the map layout since July. I've learned my lessons from the judge's feedback on de_dozen and from previous attempts at brushing out this map, so the focus is on layout and gameplay this time around. I don't expect any of this to remain exactly as it is, but here's where it's at currently: Full album here: https://imgur.com/a/TNKtgTH This version is way too rough to consider playtesting at this point, but if you feel like taking a run through, the current build is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2259031029 7 1 Lefty, AlexM, Squad and 5 others reacted to this Quote Share this post Link to post Share on other sites
will2k 3,707 Report post Posted October 21, 2020 5 1 zombi, Squad, That50'sGuy and 3 others reacted to this Quote Share this post Link to post Share on other sites
That50'sGuy 512 Report post Posted October 21, 2020 @will2k Those trees look incredibly realistic! Even trees I've seen in AAA games don't look as good as those ones! Awesome job! Quote Share this post Link to post Share on other sites
Doxypony 0 Report post Posted October 26, 2020 (edited) Hello, Mapcore! This is my map, Return. (de_return) It is the first Counter Strike map i've made in a year and i was hoping i could get feedback about the map here! (before you know, detailing it and all.) One downside tho, this map is only available for Counter Strike Source but i do hope it doesn't ruin it! i mean, if you're a CS:GO player, you're bound to have a copy of CS:S, right?, RIGHT!? That's all, thanks for reading! you can download the map here: https://gamebanana.com/maps/212745 Edited October 26, 2020 by Doxypony Quote Share this post Link to post Share on other sites
That50'sGuy 512 Report post Posted October 27, 2020 (edited) So I just learned something very interesting today... There's an unused shader in CS:GO called ParallaxTest which allows for parallax mapping on textures with an alpha channel embedded in the base texture. It's actually super cool! But since it's not done and probably never will be, it's always FullBright. It's a shame really, I'd love to use this. But I guess I'll have to pray that Valve fixes it someday. Imagine the possibilities with something like this. Edited October 27, 2020 by That50'sGuy 2 Interfearance and Serialmapper reacted to this Quote Share this post Link to post Share on other sites
JorisCeoen 248 Report post Posted October 27, 2020 6 hours ago, That50'sGuy said: Imagine the possibilities with something like this. Well I can imagine the additional cost of running that shader compared to the non-essential addition of extra clutter in a map. CS:GO is all about clean reading, this would stand in the way of that purpose. It’s cool alright, but CS:GO’s not the right target. 1 That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
ThunderKeil 88 Report post Posted October 27, 2020 8 hours ago, That50'sGuy said: So I just learned something very interesting today... There's an unused shader in CS:GO called ParallaxTest which allows for parallax mapping on textures with an alpha channel embedded in the base texture. It's actually super cool! But since it's not done and probably never will be, it's always FullBright. It's a shame really, I'd love to use this. But I guess I'll have to pray that Valve fixes it someday. Imagine the possibilities with something like this. Yup, that - uh - exists. It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me Spoiler I think the only game I've played that used parallax mapping extensively - or at least the only one where I noticed it / had it enabled - was far cry 4, and I hated it. It broke my immersion every time because the edges were never worked away properly - so you'd have some (parallax) extruding rock wall surrounded by wooden posts, and the rocks just disappeared / appeared out of the plain vertex borders of the wood as you walked by it. God, I could go on a whole ass rant about far cry 4 in those respects, LoD pop-in, that weird ass fucking pixel filter they put over transitioning LoDs, yech. Maybe it looks good if you're playing from your couch 15 feet from the screen, but god damn that's some unpolished work right there. Still kind of enjoyed it though, ngl. People give open world games too much shit - the trick is not to play all of them. Exploration is fun although I will say I think I enjoyed *real* exploration less in far cry 4 than I did back when I played 3. The world is too big, and you're rarely made to go to the same place many times, so you don't really establish a sense of ''yea i know where I am and how this connects to other places, if that makes sense. Also there's far too many "flying" options, which for the purposes of exploration might as well be a fast-travel point. Then again, I was much younger when I played 3, and I can't deny that must have played a big role in my judgement. I'm kind of super looking forward to replaying skyrim in VR, but I'm also kind of super not because my rose-tinted glasses might slip off and I'll realize todd howard got me again Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more 10 VIOLATION, NikiOo, Frolf and 7 others reacted to this Quote Share this post Link to post Share on other sites
jd40 581 Report post Posted October 27, 2020 11 hours ago, ThunderKeil said: Yup, that - uh - exists. It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me Reveal hidden contents I think the only game I've played that used parallax mapping extensively - or at least the only one where I noticed it / had it enabled - was far cry 4, and I hated it. It broke my immersion every time because the edges were never worked away properly - so you'd have some (parallax) extruding rock wall surrounded by wooden posts, and the rocks just disappeared / appeared out of the plain vertex borders of the wood as you walked by it. God, I could go on a whole ass rant about far cry 4 in those respects, LoD pop-in, that weird ass fucking pixel filter they put over transitioning LoDs, yech. Maybe it looks good if you're playing from your couch 15 feet from the screen, but god damn that's some unpolished work right there. Still kind of enjoyed it though, ngl. People give open world games too much shit - the trick is not to play all of them. Exploration is fun although I will say I think I enjoyed *real* exploration less in far cry 4 than I did back when I played 3. The world is too big, and you're rarely made to go to the same place many times, so you don't really establish a sense of ''yea i know where I am and how this connects to other places, if that makes sense. Also there's far too many "flying" options, which for the purposes of exploration might as well be a fast-travel point. Then again, I was much younger when I played 3, and I can't deny that must have played a big role in my judgement. I'm kind of super looking forward to replaying skyrim in VR, but I'm also kind of super not because my rose-tinted glasses might slip off and I'll realize todd howard got me again Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is . You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too? 3 DutchCrazyGamer, ThunderKeil and That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
ThunderKeil 88 Report post Posted October 27, 2020 41 minutes ago, jd40 said: I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is . You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too? Thanks it's been eating up a lot of my time, but the response on here has been very encouraging I've considered doing sun rays, and still am, but for the time being I think the dustmotes are filling their role nicely. They're actually multicoloured at the stained-glass windows, which I personally enjoy particularly. They're missing in the second picture up there because it's a quick compile to check the lighting - and I tend to keep most of the visgroups disabled for those, including the dustmotes and, more noticeably, the dropship Never really thought about fog since it's a midday indoor scene, but I guess it's worth experimenting with - maybe it does add some extra depth Ha, I could talk about it all day - there's a whole bunch of backstory to this project I don't think I've really posted yet, but I think I'll save it for the final release, whenever - if ever - that'll be. Well, there's kind of a clue on my profile, if you're interested in a trail of crumbs 2 jd40 and That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
Corvus 1,159 Report post Posted October 29, 2020 The project that I've been working on from on and off. It started off in Unity but then I've moved it to Unreal. Its pretty close to completion, thinking of a night setting aswell 13 12 Freaky_Banana, Anduriel, will2k and 22 others reacted to this Quote Share this post Link to post Share on other sites
Interfearance 506 Report post Posted October 29, 2020 I believe the last shot would benefit from a more contrasting sky color as things look unbelievably white/bright. Looks pretty luxurious otherwise! 2 will2k and That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
AlexM 1,153 Report post Posted November 3, 2020 On 10/26/2020 at 4:39 AM, Doxypony said: Hello, Mapcore! This is my map, Return. (de_return) It is the first Counter Strike map i've made in a year and i was hoping i could get feedback about the map here! (before you know, detailing it and all.) One downside tho, this map is only available for Counter Strike Source but i do hope it doesn't ruin it! i mean, if you're a CS:GO player, you're bound to have a copy of CS:S, right?, RIGHT!? That's all, thanks for reading! you can download the map here: https://gamebanana.com/maps/212745 You might consider making a dedicated thread of your map with screenshots to get more traction. Quote Share this post Link to post Share on other sites