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Skybex

[csgo] cs_cruise

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So far this looks really solid, and I'm sure the layout will match the visuals. I personally really like the color pallet, especially now that it is a lighter shade that is a little softer.

 

Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS. 

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This is ridiculous. You're like a speed demon.

 

How are you guy's so fast at mapping? I can barely sit 2 hours straight without getting distracted by other things.

 

Either way, to stick to the topic, your modelling is excellent.

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Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

 

I have "r_drawviewmodel 0" and "cl_drawhud 0" bind to a key. Same for turning them back on again.

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Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

What's -makedevshots ?

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Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

What's -makedevshots ?

 

Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754

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Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS. 

 

I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things.

 

I have a lot of respect for you sticking with the old ways  :lol: I just tried out wallworm, it isn't the most intuitive thing, but at least I could get a model in within a couple seconds versus minutes. Anyways, nice table.

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Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

What's -makedevshots ?

 

Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754

 

oh wow that looks amazing, i thought everyone was just noclipping to get those lol.. is there a tutorial on how to use it?

Edited by Drakeee

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yHYkQeB.jpg

 

No, but in all seriousness I really love your work so far.

I think that this style of mapping you are going for is what makes your maps distinct and defines you as a mapper. I'm sure if I saw a map of yours I'd be able to know that it was done by Skybex, just because of that.

 

Either way, again, keep up the good work.

 

Here's a question though,

are you going to make the assets available for everyone if the map gets to an operation or anything of that sorts? Just like you did with Bazaar, Workout and Chinatown? I think it was a really good move.

More people should do that honestly!

 

 

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