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 sir goober, Interfearance, a Chunk 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 sir goober and Chi 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! DutchCrazyGamer and Interfearance 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
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