S.martin Posted July 29 Report Posted July 29 (edited) Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3298741381 (most current radar) I remember when I started creating maps for CS:GO, a stalagtite-cave was one of my earlier ideas (although the draft back in 2018, I think, was completely different). I never got around to make it, however with Hammer 5 the idea creeped up again. Orignally I worked on other entries, but since I finally got a little time on my hand and since my brother was kind enough to lend me his PC (featuring RTX most importantly), I prioritised this idea instead, since out of all my scenarios, this is by far the the most "adventerous" one and could display the new features of Source 2 the most, for this theme allows for unusual lighting and organic surfaces. Here is a recent draft traced from my sketchbook with some inspirations. A lot of areas changed, since I kind of missjudged the dimension of some areas. An experiment I yet have to see play out is the lift in the CT-area. The idea is to have connector routes accessable depending on wether the lift went up or down. Took me long enough to get the elevator working (small tipp: use prop_dynamic for movelinear, tracktrain, etc. instead of meshes) One element I definitely wanted to implement is divable water. So expecting that the water would be like in other source games I kind of ran into a problem. You had 100% sight below the water level and on top of that I noticed the gunshot accuracy is normal standing on the ground. The proper solution would probably be to create a water texture for that purpose, but for now I had to rely on the fog entity and multiple func_brushes with a transparent black texture to obscure the view. So in short: goldsrc water > source2 water I'll have exams coming up soon, so I doubt I'll get much done for now. Good luck to the other contestants. Edited August 3 by S.martin Andre Valera, thewaterisfine and Freaky_Banana 2 1 Quote
S.martin Posted July 31 Author Report Posted July 31 (edited) Alright, screw it, the idea I got yesterday was too good not to implement (and brother gave me his PC again). So I basically redesigned the "red" hostage area to be a bit more dynamic with height variations and a more grander scale. (Before and after) I also added a post_process_volume to the water. Since I had time constraints, I couldn't polish some areas as much as I would have liked (Clipping those spiral staircases for example), but overall I'm satisfied with what I created within the last 2-3 weeks. The most I am able to do until the deadline would probably be a hotfix update in the weekend. Edited July 31 by S.martin Quote
S.martin Posted August 3 Author Report Posted August 3 (edited) Quickfix update: smaller topology adjustments to avaoid mean agles, added cover to "river" and clipped the spiral staircases Edited August 3 by S.martin Freaky_Banana 1 Quote
S.martin Posted August 28 Author Report Posted August 28 (edited) Spoiler -Extended topology (mostly raised ceiling and and made holes for grenades) -Adjusted water (raised post_process_volume and lowered overall FX-amount of func_brushes) -Added func_ladder to the ledge of the lake for consistent emergence -Added some stalagtites Edited August 28 by S.martin Quote
Kardio Posted August 28 Report Posted August 28 Is this related to the "thailand football team rescue" incident? How will you recreate the tranquil atmosphere of such a cave? Will you be willing to create (at some point) a little tutorial (written or video) on how you created the natural looking rocks and round shapes of cave walls, columns and ceiling? The carving work and lighting of this map are already outstanding! Quote
S.martin Posted August 28 Author Report Posted August 28 Well, it's not really worth making a tutorial on, as it is pretty much just the following: -Make inverted 128x128x128 cube -Increase Subdivision -Extrude it in the directions needed (around corners some faces may need to be deleted and redone or bridged) -Use "Clay" and "Smooth" in the Displacement-Section to make the shape more natural Basically the whole map is one mesh consisting of square faces aranged like voxels that were out smoothed with displacement-tools. As for the rescue incident, it's actually the first time I heard about it Quote
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