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[CSGO] aim_temple

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Hey all! Been awhile since I've been active here. Wanted to show off this quick 2v2 map I made. ~20-24 hrs work. Any critiques or suggestions welcome! 

Basically wanted to design a cool 2v2 map where you could use more game sense and isn't just straight up, bland aim practice.







Edited by Setin

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i love the middle design in terms of the broken floor, good use of detail.  Both sides have different displacement textures which is great.  There's just something about the last image that needs some more love.


Good stuff!

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I was thinking that too about the interior. The other side of the room looks fine imo but this part is too blocky. Need to break it up with something. 

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Update 12/3/18

- Removed cover from a couple of the inner corners
- Rotated the tree near T spawn to move a  branch out of the way
- Removed a bush that made it hard to see CTs
- Adjusted lighting
- Fixed the custom cfg (should now have armor, rounds should work properly, warmup should end immediately)
- Added more detail to the interior room
- Fixed the rain


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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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