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1 hour ago, blackdog said:

Awesome stuff @That50'sGuy, you planning on releasing a pack for mappers?

Sure should be fine, but have you checked that Valve won't get mad for this?

Releasing a pack was indeed my intention! I was amazed at all the content in the game and thought to myself "CS:GO mappers would have a field day with all this!".

As for your second question, that's actually something I never thought of. I've heard in the past that Valve doesn't have issues with people using Valve assets in other Valve-Made games. But I'll probably see if there's a way to ask them.

Edited by That50'sGuy
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I was more thinking of the HL mapping community, being able to integrate more with the most recent game, remaster some maps/mods or just allow people that don’t have Alyx to play something in theme with that would be great.

You might accidentally become responsible for people recreating Alyx for the peasants that don’t own VR @That50'sGuy 😄

Edited by blackdog
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It's amazing to see how Valve has lately been using transparant textures as simple gradient overlays into displacements textures etc in CS:GO. Seeing that brick texture at the bottom edge of the brick wall, I'm wondering if it was a new texturing-modeling trick they simply ported to Dust 2's Kabash windows. Great work!

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23 minutes ago, blackdog said:

I was more thinking of the HL mapping community, being able to integrate more with the most recent game, remaster some maps/mods or just allow people that don’t have Alyx to play something in theme with that would be great.

Gee, I didn't think of that! Seeing the HL2 maps remastered on the old engine with the new props/textures sounds like it would be nice to see!

23 minutes ago, blackdog said:

You might accidentally become responsible for people recreating Alyx for the peasants that don’t own VR @That50'sGuy 😄

Well this just boosted my motivation by 105%! Knowing that my simple job of porting HD Half-Life stuff to the old engine could result in something big sure fills me with determination! (No, the Undertale reference was not intentional, heh 😆)

12 minutes ago, JorisCeoen said:

It's amazing to see how Valve has lately been using transparant textures as simple gradient overlays into displacements textures etc in CS:GO. Seeing that brick texture at the bottom edge of the brick wall, I'm wondering if it was a new texturing-modeling trick they simply ported to Dust 2's Kabash windows. Great work!

It is indeed an interesting thing to take note of. I actually thought the same thing looking back at Dust 2 after playing HLA.

Fun-Fact: That very brick trim model was what actually motivated me to start this project in the first place. It's really high-quality and comes with a 4k texture. And all of the bricks really pop on the model. It was seeing that model while exploring chapter 6 that got me thinking about what could be made with all these assets.

Edited by That50'sGuy
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Sure, it's been less than a week since I've released aim_six_arenas, but that doesn't mean I can't start working on the spinoff map.

The conceit of this spinoff map is still the same as the original: each round starts as a series of 1v1 matches before allowing all the surviving players to fight each other. The difference here is that, instead fighting it out in movie sets and hallways, the players now fight in separate arenas, with the surviving players teleporting to a seventh arena. From a gameplay perspective, this means no more searching up and down a corridor looking for enemies, something players generally dislike. From the design perspective, this means I can add a lot more details to the arenas, which can be seen below:

Aztec/Ancient arena (original arena for comparison)

20210111210048_1.jpg.60619b0fb0ab5f0d5b7b5bac6aec464b.jpg

Subzero/Monastery arena (original arena for comparison)

20210111205958_1.jpg.abd83965f084ffa1404fa59bcf4e5ff6.jpg

Swamp/Sugar Mill arena (original arena for comparison)

20210111205856_1.jpg.57b6710ec415033f2c1195f0902e1b7e.jpg

You'll notice that the skies in the screenshots are different, thanks to my use of skydomes. I wrote a tutorial on how I made these skydomes here.

Edited by sn0wsh00
wording
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That short film by 3DMike  in UE4 with de_survivor made me nostalgic, so, inspired by his maps de_survivor and de_recon, and being sick and tired of the urban landscapes that look like a warehouse full of crates,  i had started a small project of mine, a defuse map. For the start i am going to make it for the wingman mode with just one bomb site to see how it behaves and then i am really thinking of extending it to a fully fledged classical defuse map.

 

20210118203703_1.jpg

20210118203850_1.jpg

20210118204010_1.jpg

Edited by Serialmapper
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I've been putting the finishing touches to my aim_six_arenas spinoff map (which I'm now calling Showdown Planet) and I though I could share some comparison GIFs between the original map and the spinoff map. As I mentioned earlier, while aim_six_arenas merely was a collection of six soundstage-like rooms connected by a hallway, Showdown Planet will consist of six separate arenas meant to represent different places around the world, which means the arenas in Showdown Planet will be far more detailed than their aim_six_arenas counterparts.

Dust/Mirage arena:

animated_dust.gif.dbfddf71f65593228d33f87f480181e4.gif

Aztec/Ancient arena:

animated_jungle.gif.8aa7f3a64c4aba0edf8c96654a894970.gif

Swamp/Mill arena:

animated_swamp.gif.2f7e37c8dcccf0fc350132219d1e21bf.gif

Subzero/Monastery arena:

animated_winter.gif.bf3d961198f1bdce15fe03bec9c3bda1.gif

Hallway, made more AIM friendly in the Showdown Planet version:

animated_hall.gif.ce563ee69c41e10bdec00889f8889614.gif

I did not record camera positions when taking screenshots, hence why the GIFs aren't perfect comparisons.

 

Edited by sn0wsh00
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  • 2 weeks later...
On 10/27/2020 at 11:07 PM, 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?

Finally got around to testing this out a bit, looks nice ( from some angles )

20210216064801_1.jpg.d5178c895a4371ab2d986795fa278201.jpg

 

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  • 2 weeks later...
On 2/16/2021 at 6:25 AM, ThunderKeil said:

Finally got around to testing this out a bit, looks nice ( from some angles )

20210216064801_1.jpg.d5178c895a4371ab2d986795fa278201.jpg

 

hope you'll consider turning this into a 'proper'  CSGO map. could be game viable with the right gameplay.

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3 hours ago, Vaya said:

hope you'll consider turning this into a 'proper'  CSGO map. could be game viable with the right gameplay.

I've experimented with a number of concepts, but to be quite honest I'm not convinced it could work very well as such. I mean, I'm no whiz in competitive design - but I'm not really sure how you would go about turning it into a compelling layout. There's only one real pathway between the first and second floor, and most areas are dead ends or loop in on themselves - unless I start cracking walls to add new pathways ( and yea, I suppose I could - but I'm not really sure how to go about it ) I don't really see it working well in CS other than just a deathmatch map.

As for "game viability" - if by that you mean the prospect of it being added into the official map pool - I'm very much flattered, but the fact of the matter is;

Spoiler

I kind of sort of don't have authorship rights over any of the images used to create the hundred-some custom textures, so unless I or someone in my stead goes and collects a complete new set of pictures there's no chance whatsoever of that being a possibility ( to be quite frank I'm not even sure of my position as-is but I prefer not to dwell on it )

That aside - in terms of gameplay possibilities I'm mostly looking at turning it into a scavenge/survival map for l4d2 right now. Just dirty the place up a bit, hide some jerrycans & plop a big london citybus out front . . . well, that's the idea - I've never worked with the left for dead sdk before so who knows how long it'll take me to figure out all the zombie stuff but oh well

Anyone who's got any good ideas or would like to collab on it is still totally welcome, of course, though if the past 6 or so months is to be an indication I'd say that interest has been - well - none, as of yet.

Spoiler

or maybe it's just that I offhandedly mentioned it in my project post instead of making a thread announcing I'm looking for someone to collab with - but you know tomato potato idk I'm not good at advertising myself

 

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