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WIP for my Portal 2 mod.

A small thing a made for tf2.

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I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth).

Overall, I envision the map being like a collection of six movie sets, each themed after a CS:GO map. This is why you can see some skybox textures on walls, as they are meant to be something akin to LED screens. Here are how the arenas look like so far:

Sugarmill/Swamp:

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Aztec/Ancient:
 

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Dust/Mirage:
 

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Cache (closely based on the official 1v1 Cache arena):
 

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Italy/Inferno/Canals:
 

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Subzero/Monastery:
 

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Hallway that connects the arenas:
 

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You'll notice some red buttons in the hallway screenshot. Pressing those red buttons will teleport players into the arena, after a two second delay. I added these buttons because there is only one entrance into each arena, which I think would make it really easy for someone to camp inside an arena. In turn, allowing players to potentially teleport behind a camper would be a good way to balance things out. Also, requiring players to stand still for a couple seconds before teleporting prevents players from cheaply teleporting away in a hallway fight.

Finally, I plan on creating a spinoff version without the connecting hallway. Instead, the map will teleport surviving players to a 7th arena after some time. I also plan on creating separate 1v1 maps for each of the arena.

 

Edited by sn0wsh00
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Added some more details to the AIM map I was working on:

Italy/Inferno/Canals (more roofs):
 

Spoiler


20201223173201_1.jpg.3e6f3dd9ef39edfbfcff961b1f0ab0cd.jpg


 

Aztec/Ancient (more foliage):
 

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Subzero/Monastery (more background stuff):
 

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Cache (more foliage):
 

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Also, I recently discovered that the game_player_equip entity kind of screws up CS:GO if you're trying to play deathmatch, arms race or demolition modes. In fact, if your game_player_equip is forcibly equipping players and you try to play in arms race mode, the whole game will crash. This means, on top of the 7(!) spinoff maps already planned, I'll be releasing a deathmatch/arms race compatible version as well.

Edited by sn0wsh00
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On 12/18/2020 at 1:41 AM, sn0wsh00 said:

I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth).

Hallway that connects the arenas:
 

  Hide contents

 

20201217181753_1.jpg.b4430250f863feebea43bb24548b34ad.jpg

 

This is an interesting project, but I think you need to work on the central hub. This is basically gonna turn out as a TDM, since there are not gonna be clear fronts (two distinct sides) where players will come from, and running up and down a corridor is not fun.

So I think you need to build a central hub that is more than a corridor, you need an arena that allows people to clash together in a fluid manner. It would work out even better if you could add verticality, placing the different 1-on-1 rooms on different levels. Imagine a mall with a couple of galleries or look up the Panopticon concept (where your rooms would be the cells).

Considering the concept you have, and considering reference like the aforementioned Panopticon, you can come up with something very interesting, like a "production room" located in the hub that overlooks the sets... this would give you the bonus opportunity to create some environmental storytelling.

Look at something like de_studio to see how they integrated the concept, and I am thinking of de_biome when I think of the production room

Edited by blackdog
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Thanks guys, Dark Matter came SECOND in the Upcoming Mods vote!

https://www.moddb.com/groups/2020-mod-of-the-year-awards/features/players-choice-best-upcoming-mod-2020

https://www.moddb.com/mods/half-life-dark-matter/images/mod-of-the-year-2020-second-place

Big thanks to everyone here who voted! Here's a couple of WIPs from the Xen chapter called Hostile Takeover (it was a working title for DM, now a homage to the cancelled expansion by 2015). Check the moddb links below for a synopsis!

xen_wip1a.jpgxen_wip1b.jpg

https://www.moddb.com/mods/half-life-dark-matter/images/chapter-hostile-takeover

https://www.moddb.com/mods/half-life-dark-matter/images/chapter-hostile-takeover1

Edited by D3ads
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On 12/24/2020 at 9:28 AM, blackdog said:

This is an interesting project, but I think you need to work on the central hub. This is basically gonna turn out as a TDM, since there are not gonna be clear fronts (two distinct sides) where players will come from, and running up and down a corridor is not fun.

So I think you need to build a central hub that is more than a corridor, you need an arena that allows people to clash together in a fluid manner. It would work out even better if you could add verticality, placing the different 1-on-1 rooms on different levels. Imagine a mall with a couple of galleries or look up the Panopticon concept (where your rooms would be the cells).

The map will have a radar, so that should make it easier to infer where friends and enemies will be coming from. Also, for one of the spinoff, I plan on having all surviving players teleport to a seventh arena, with Ts and CTs teleporting to distinct sides.

Nevertheless, taking your advice, I decided to overhaul the hallway on the original map so that it feels less hallway-ish. First, I widened the hallway to make it more like an atrium. I also transformed the corridor so that it'll look like three distinct sectors, with the two end sectors connecting to three arenas each. With this, I hope to visually nudge players into checking the two adjacent arenas first before moving across the map to check the other three arenas, hopefully reducing the amount of back and forth running.

Here's a comparison GIF of the changes (I did not record the coordinates for the original screenshot, so this comparison won't be perfect):
 

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And here's another screenshot of the revamped connecting area:
 

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20201228141532_1.jpg.ecab2b35fefa50161046dfdebf9c9b79.jpg


 

 

Edited by sn0wsh00
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Nice one @sn0wsh00. Just wanted to clarify my point about the TDM is not much about teamwork, players are used to play DM and is fine, my point was about the flow, as all good DM maps let you flow in circular paths (so you're never stopping).

Well done with the changes, it looks more structured already.

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I'm still workin' on porting HLA content to Source 1. It's not much, but it's coming along!

It's not really challenging, it's just time consuming to do since it's quite a long process for even just 1 model. Though textures can be rather quick.

20210104165208_1.jpg.6f1ae604f37b53fdd1e077e5f2697cea.jpg20210104165234_1.jpg.4f2cd58eef528b078e0196acd00f1ac5.jpg20210104165243_1.jpg.7e414523b55672d4543910d0a01439df.jpg20210104165213_1.jpg.1c251eabbe40ceead6048deaa50e3edf.jpg

Car models have proven to be most challenging since they have different textures for both the inside and outside. And they aren't separate like the car models in CS:GOs Dust 2. So I have to manually select every polygon that makes up the interior, and temporarily make the interior it's own model to add the texture. Then I can combine the two together again. It can take hours to do this, but I'd say it's worth it.

20210104165219_1.jpg.5ad6f77205e563fc732635a2ec73269c.jpg20210104165225_1.jpg.a2da0cd9086186587fd674be10fd44c9.jpg

Foliage hasn't proven challenging. The only thing I have to do is try to re-create how the S2 wind effects look with the S1 $treesway technology. Having a high scrumble setting usually recreates the look well.

20210104165229_1.jpg.1a9ae5502c11a4cefd74ee2a0df540da.jpg

Dynamic props are the only thing I'm not sure I'll be up for. I have no idea how to port over the animations for the model. But if by some miracle I figure it out, I'll be one happy fella!

I'll update y'all soon! I hope your new year has been great so far!

Edited by That50'sGuy
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