mtchromatic Posted August 14, 2019 Report Posted August 14, 2019 (edited) A map based in a beer distillery. I'm making this with Interfearance. No confirmed final layout. The graybox looks pretty nice so far. Edited February 1, 2020 by mtchromatic Removing WIP, changing map name a Chunk, Lefty, sir goober and 1 other 4
phantasmagoria Posted August 15, 2019 Report Posted August 15, 2019 looks good so far, had an idea like this a while back, good luck!
Interfearance Posted August 17, 2019 Report Posted August 17, 2019 @JorisCeoen minus the whole historic aspect and plus a more industrial feel in some areas. And also hopefully completed lol JorisCeoen, Vaya and gordonfeetman 1 2
mtchromatic Posted August 24, 2019 Author Report Posted August 24, 2019 This is how the map is looking right now Radar doesn't show it too well, but the CT's have a tunnel that connectors to the larger bombsite. Donskioni and Interfearance 2
mtchromatic Posted September 4, 2019 Author Report Posted September 4, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=1849852026 Chi and sir goober 2
mtchromatic Posted September 12, 2019 Author Report Posted September 12, 2019 Just updated the workshop version with a lot of changes to both bombsites! Interfearance and DutchCrazyGamer 2
mtchromatic Posted September 17, 2019 Author Report Posted September 17, 2019 Made a small update to make ct spawn nicer, there are some textures that aren't packed though. I still need to playtest the new sites. Lefty 1
gordonfeetman Posted September 17, 2019 Report Posted September 17, 2019 Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel?
mtchromatic Posted September 17, 2019 Author Report Posted September 17, 2019 1 hour ago, P0TAT0 said: Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel? Is that how you do the multi-level radar?
gordonfeetman Posted September 17, 2019 Report Posted September 17, 2019 56 minutes ago, mtchromatic said: Is that how you do the multi-level radar? Multi-level radar is when the radar changes to a different radar, for lower and higher area's like de_nuke for example. What I mean by using tar_overlap gives it stripes to indicate you're able to stand below and under it. You would use this for making a tunnel that would go under mix for example. Of course I'm not the best teacher so I would recommend watching TopHATTWaffle video on TAR if you still don't get it. mtchromatic 1
mtchromatic Posted September 17, 2019 Author Report Posted September 17, 2019 23 minutes ago, P0TAT0 said: Multi-level radar is when the radar changes to a different radar, for lower and higher area's like de_nuke for example. What I mean by using tar_overlap gives it stripes to indicate you're able to stand below and under it. You would use this for making a tunnel that would go under mix for example. Of course I'm not the best teacher so I would recommend watching TopHATTWaffle video on TAR if you still don't get it. Thanks for clarifying. I was messing with the tar_divider or something like that this morning, and managed to break the lighting in the map. : / I know that tar_overlap is a visgroup, I'll try that out later. gordonfeetman 1
mtchromatic Posted September 18, 2019 Author Report Posted September 18, 2019 de_keg_v9_radar.ddsHere's the current radar gordonfeetman 1
mtchromatic Posted September 19, 2019 Author Report Posted September 19, 2019 Oh dear. I saved a new version of the map file to test some different spawns and bombsites, and when I loaded up the map, it stuttered like it was making a navmesh, then crashed. Only indication of what was wrong was an error about EmitAmbientSound: warning, broadcasting sound labeled as SND_SPAWNING. Map still didn't work after various things, removing custom textures, removing all ambient sounds and soundscapes, copying and pasting the map into a new file. Some older versions didn't work. Loading up the workshop version without the console worked perfectly, so I might have to start again from there. 99% of the changes were just to the radar, it won't be too annoying to redo. Still going to try installing and compiling on another PC. Compiled on different PC - crash still occurred with de_keg_v9.vmf Not even going to investigate further at this point, just going to work off the workshop version and save more backups. gordonfeetman 1
Recommended Posts