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WIP in WIP, post your level screenshots!

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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!

20201019161740_1.jpg20201021175508_1.jpg20201019161731_1.jpg.b9f29fa4a042786f9c6aa6882178d0e2.jpg20201019161523_1.jpg

Edited by That50'sGuy

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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:

49EeiwW.jpg

JepTR8a.jpg

 

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

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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 by Doxypony

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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.

20201026211712_1.jpg

Edited by That50'sGuy

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6 hours ago, That50'sGuy said:

Imagine the possibilities with something like this.

20201026211712_1.jpg

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.

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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

double.thumb.png.952e0d7c26553db85b225eca2bf65c47.png

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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?

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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

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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. 

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