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[WIP] de_aurelia (remake)

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This map is pretty great visually, I like that you took assets from Inferno, Dust2 and Canals to make a unique theme that doesnt resemble any of those maps. It also avoids that problem with maps set in Italy where they are almost identical to how inferno looks, the use of pink on the walls instead of red, along with many great custom stone work textures really brings home the unique theme feel.

The 3d skyobx is also very nice and looks very similar to those typical images of beech side Mediterranean cities that are so ingrained into western culture.

Very good work.

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When you live like me in a landlocked region (Transilvania) and 5-6 months a year the weather is quite chilly and wet and everything is gray and bleak, you start dreaming at sunny days, white sandy beaches and turquoise clear water.  That is why i like to choose (with a few exceptions) this kind of themes for my maps. It's a way to escape reality. :D

Edited by Serialmapper

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You can extract and use all the custom assets from this map if you wish ( primarily the ones made by me of course), but beware that some of them have romanian names and you will need google translate. 😁

Some of the models like the weeds, some flowers and the ivy are with skins.

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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.

      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 


      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


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