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JorisCeoen

[CS:GO] surf_galaxy (Surf Galaxy)

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23 hours ago, will2k said:

Great work Joris

Shawn must be really proud of his "ambassador" right now :D

Ahah, thank you very much! In fact, I'm not sure if Shawn is yet aware of this project. I sent him the links, but he hasn't responded yet 😆.

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Yesterday the map received an update that fixed 2 important issues: fixing fall damage + smoothing out bottom ramps.

A final update will improve some minor gameplay elements, optimization, and additional detailing with some texture improvements. A radar will be included as well!

ill update here when it does :)

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The last update for Galaxy includes a radar, added side platforms and better teleport visibility at the bottom spawn. All boosters where tweaked a bit more.

if there's still anything, let me know!

Edited by JorisCeoen
Removed reference.

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Very interesting theme, looks really cool. You did a really great job pulling off the space theme.

A few issues with the map as of b1_2:

  • Boosts on one side of the map are all facing the wrong direction. For example, when you fall into the jail as a terrorist you get stuck in the teleport destination of the jail instead of getting pushed out.
  • The corkscrew ramps at the bottom of the map are super sticky, ramps shaped like that can't really have reliably working surf collisions
  • in general the ramps are all super small/shallow, which I imagine would make combat game play a little difficult

 

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On 29-6-2017 at 5:27 AM, Tioga060 said:

Very interesting theme, looks really cool. You did a really great job pulling off the space theme.

A few issues with the map as of b1_2:

  • Boosts on one side of the map are all facing the wrong direction. For example, when you fall into the jail as a terrorist you get stuck in the teleport destination of the jail instead of getting pushed out.
  • The corkscrew ramps at the bottom of the map are super sticky, ramps shaped like that can't really have reliably working surf collisions
  • in general the ramps are all super small/shallow, which I imagine would make combat game play a little difficult

 

The latest update fixed the inverted boosters (workshop version for now). A future update, which will soon be released, contains extended ramps from spawn and the loops, improve a bottom surfing ramps, and added ramps on the middle grounds. And, overall improvements of smoothness and gameplay (jail buttons will be shootable, increased teleport visibility, snapping angles when teleporting etc).

I'll update here when it goes live :)

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A big update will be released tomorrow, adding the following:

  • Improved overall gameplay by extending the spawnramps slightly (so more surfing surface is available), in addition to added sideramps on the mid-area
  • Improved visibility for teleports and weapon pickups. Weapon pickups now have a clear effect under them so it's easy to see where they are while surfing
  • Improved jail functionality by allowing buttons to be shot. A sprite will also indicate wheter a button is still activated or not
  • Added custom playermodels (astronauts) to fit the theme, as well as custom gloves
  • Added additional weapons to allow more variety
  • Added sounds and minor graphical improvements (such as cubemapping glitches removed)
  • Updated radar

There's more to the list, but at least those are the most important ones. As of that version, no bugs should be present (as in the currently available workshop version). The GB page and all of its screenshots now match the latest version.

Hope you'll enjoy it! A video will also come soon to showcase the map.

Edited by JorisCeoen
Adjusted for relevance

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Great Job Joris!

On ‎6‎/‎21‎/‎2017 at 7:24 AM, will2k said:

Great work Joris

Shawn must be really proud of his "ambassador" right now :D

You are right Will :) 

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The workshop has just been updated with the latest version, a ton of changes! Hope people will be able to play it and give some feedback!

To list all the updates (because I can't remove posts), here is what has changed right now:

  • Improved readability of teleports at bottom (labels are now flat on the floor so you can see them from any POV).
  • Improved readability of jail buttons. Jail buttons are now also shootable, even through the glass! (now a single person can open them from outside if he's fast enough).
  • Improved readability of all weapons in the level. They have a blue neon-like effect under them, giving a sound and nice animation when picking up.
  • Improved spawnloop ramps by extending the bottom a bit to allow more comfortable surfing. The boost of those have also been lowered a bit to balance comfort.
  • Improved radar. Added radar icons on the loading screen.
  • Added custom playermodel and custom playerarms. CT's play as blue astronauts, T's as red.
  • Added an admin room with KILL ALL, KILL CT and KILL T buttons. In the future more functionality will be added.
  • Added additional ramps in between spawnloop ramps and middle centrifuge to encourage easier aircombat.
  • All speedboosts have now sounds to them. Both middle and top platforms have had their boosts cut off slightly before reaching the end of the slopes to avoid sudden stops.
  • All glass textures on the ramps have had their shadows disabled. It improved readabilty and removed akward shadowing on the models.
  • Bottom corckscrew ramps have been overall improved, albeit these will probably be replaced in the future, because I feel like they might not work out, period.
  • Cubemaps have now been 'properly' installed. No default cubemaps anymore.

There are some other very minor changes, and the removal of some gaps that were barely noticeable.

To test out all these changes, you can visit the workshop page to subscribe!

Edited by JorisCeoen
Forgot some important additional changes

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