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WIP in WIP, post your level screenshots!


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Posted
On 2/15/2021 at 10:25 PM, ThunderKeil said:

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

20210216064801_1.jpg.d5178c895a4371ab2d986795fa278201.jpg

 

This looks amazing!!! I am working on a map inspired by the idea of a cathedral with adjacent cloisters and a pipe organ bombsite... Seeing what you have accomplished here has given me a reality check in terms of seeing how beautiful something can be. I got a long ways to go!!!

  • 2 weeks later...
Posted (edited)

Not a screenshot, but I did recently create a Monty Hall problem simulator mainly using logic entities. In my version, the cars and goats have been replaced with cash and fire:

And here's a couple of videos of me running 100 simulations:

The process of creating this simulator is a bit long and you can read about it here. However, the AddOutput command was very useful preventing the map igniting the same button the player picked during the first round (i.e. preventing something like this from happening).

You can test this simulator out yourself on my map am_muntions_cache. It's a secret area, but it's pretty easy to noclip to.

Edited by sn0wsh00
links
Posted
On 3/29/2021 at 11:23 PM, sn0wsh00 said:

Some custom skybox terrain I created using World Machine and Twister

Pretty nice results! However, if anyone has 3DS Max 2017+ you can achieve these effects very easily by simply using some Data Channel map settings (along with displacement modifier). Just letting people know in case you want a 'free' way of doing it ?

  • 2 weeks later...
Posted (edited)

After working on a bunch of FY and AIM maps, I finally decided to start working on a hostage rescue map. Here are some screenshots, I guess:

20210415172735_1.jpg.a85b9b0131805cec176ad52eea5829e1.jpg

20210415172705_1.jpg.b45edc34b9a1dbf93f321a0dd471b4ca.jpg

The more important thing I want to share, though, is this layout:

cs_exodium_overview_modded.jpg.03a84c891972609de6893fbe1b3b466c.jpg

This map is another attempt at balancing the hostage rescue mode to give CTs a better chance at winning. First, you'll see that the two hostages are placed far apart, similar to how bombsites are located on defuse map. Also, because T weapons are stronger than CT weapons, I gave CTs more attacking routes into each hostage chamber than Ts.

The biggest change I made, though, was that I made the map dynamic. The area highlighted in blue are inaccessible at the start of each round and are blocked off by three doors (marked red in the layout). When a hostage is picked up, the two doors nearest the hostage chambers will immediately open, while the door at T spawn will open 10 seconds later (to discourage Ts from camping at T spawn). After a CT picks up a hostage, the round becomes a race to the rescue zones at the back at the map, with the CTs having major advantage (similar to how Ts have a major advantage once a bomb is planted in defuse mode). However, because the CT carrying the hostage moves really slowly (200 units/s), the Ts still have a chance to intercept the CTs near the rescue zone. But the Ts will have to decide quickly where to go, because there are three rescue zones the CTs can choose from.

I got this dynamic hostage rescue map idea from @El_Exodus, who proposed something like this back in 2016. And this why I named this map... Exodium.

You can take an look at what I've made so far here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2459039008

 

Edited by sn0wsh00
link, wording

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