1. Post #5321
    Gold Member
    Hyzo's Avatar
    February 2008
    646 Posts
    Modular design my friend.

    My map's made from 9 similar cells.
    One cell I made with 4 archways and one displacement.

    After that, it's copy-paste.

    The only trouble is making it look good.

    And lighting, lighting takes damn long if you don't know what you're doing right off the hop.

    Although it didn't take me six hours, it took me three at the absolute most.



    I felt so dirty after working on this, I had to use vertex manipulation on the archways to get them on grid, resize them to make them fit which would throw it off grid.

    Thanks to the displacements, it was leakier than broken faucet, so I encased the entire thing in a box and func-detailed everything else.

    But hey, it looks nice.
    Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot.

    This is the stuff nightmares are made of:


    I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good.


    I fucked up on the proportions of the map though, that would be my main regret.
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  2. Post #5322
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts


    Currently working on my Arms Race map for CS:GO called ar_alleyway. Still quite a bit to be done.

    Edited:

    Need to add some vents in that first picture and I'm probably going to get rid of the truck and maybe add in a bunch of boxes so it looks more like a warehouse of some sort.
    There would be no room for a trash truck to lift/move the dumpster.
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  3. Post #5323
    Gold Member
    vexx21322's Avatar
    December 2008
    10,610 Posts
    Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot.

    This is the stuff nightmares are made of:


    I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good.


    I fucked up on the proportions of the map though, that would be my main regret.
    This is a good example of source not playing well with highly detailed maps unless you model everything. Which seems to be the way valve is doing CS:GO
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  4. Post #5324
    Karen Gillan <3
    cdlink14's Avatar
    April 2006
    3,541 Posts


    Has anyone got any idea why using prop_static on certain objects causes them to simply render/compile, despite them having "static" checked (allowed) in the model info?
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  5. Post #5325
    Mkadeshkode's Avatar
    September 2009
    949 Posts
    I have absolutely no idea how on earth you used the dev brick texture and got away with it. That is the only time I've seen it used and it didn't look bad. Amazing job. As for expansion, what exactly is the setting? Maybe add some tunnels or something?
    You mean the floor cobble?

    That's a dev texture?

    I've been using that for ages and this is the first I'm hearing that it's terribad.

    I honestly don't know what the setting is, I was just trying to replicate the source image and lighting.
    Couldn't do the watery bit due to lack of custom content (I still have no idea how to properly create a texture for Source).

    Edited:

    Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot.

    This is the stuff nightmares are made of:


    I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good.


    I fucked up on the proportions of the map though, that would be my main regret.
    Would you mind if I asked for the VMF?

    I could see some serious lighting potential here.

    I promise I won't touch the original brushwork :3
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  6. Post #5326
    Karen Gillan <3
    cdlink14's Avatar
    April 2006
    3,541 Posts
    You mean the floor cobble?

    That's a dev texture?

    I've been using that for ages and this is the first I'm hearing that it's terribad.
    It's bad because a lot of people (such as myself) have it (or had it) as the default hammer texture, and after so long it just becomes a complete eyesore, I can't even look at it as a proper texture.

    when I see it, I just sigh at how "unfriendly" it suddenly looks, I honestly can't see it fitting in with any other texture.
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  7. Post #5327
    Mkadeshkode's Avatar
    September 2009
    949 Posts
    It's bad because a lot of people (such as myself) have it (or had it) as the default hammer texture, and after so long it just becomes a complete eyesore, I can't even look at it as a proper texture.

    when I see it, I just sigh at how "unfriendly" it suddenly looks, I honestly can't see it fitting in with any other texture.
    Ah, I see what you mean.

    I reconfigured my Hammer settings, now it loads with those grey dev textures, particularly the medium-grey one, 60% I think it is.


    Jesus I type like William Shatner talks, commas everywhere, akward pauses, and a sudden flow of random words.
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  8. Post #5328
    Gold Member
    Hyzo's Avatar
    February 2008
    646 Posts
    Would you mind if I asked for the VMF?

    I could see some serious lighting potential here.

    I promise I won't touch the original brushwork :3
    http://filesmelt.com/dl/arch_trainin...ckdefuckup.vmf

    Viewer discretion is advised.
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  9. Post #5329
    Mkadeshkode's Avatar
    September 2009
    949 Posts
    All you were missing was some good old fashioned lighting.



    I think it looks just fine

    Although in hindsight, that radiosity light might be a wee bit too bright.

    Want that VMF back?
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  10. Post #5330
    Gold Member
    WitheredGryphon's Avatar
    July 2011
    1,401 Posts
    That looks really cool. Nice job on that.

    -snip, wrong thread-
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  11. Post #5331
    Gold Member
    Hyzo's Avatar
    February 2008
    646 Posts
    All you were missing was some good old fashioned lighting.



    I think it looks just fine

    Although in hindsight, that radiosity light might be a wee bit too bright.

    Want that VMF back?
    Yeah upload it I'd like to see how you managed to get that effect.
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  12. Post #5332
    Mkadeshkode's Avatar
    September 2009
    949 Posts
    Yeah upload it I'd like to see how you managed to get that effect.
    http://filesmelt.com/dl/arch_trainin...kdefuckup1.vmf

    Lots of TLC.
    Tender lighting care.
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  13. Post #5333
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,502 Posts
    made a quick thing for someone :V

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  14. Post #5334
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts


    Not entirely sure what to use this for yet, just posting to keep my motivation going.
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  15. Post #5335
    MadPro119's Avatar
    January 2010
    5,907 Posts
    made a quick thing for someone :V

    Tell me you are not leaving it dev textures?
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  16. Post #5336
    I love maps like the one above, so tiny and compact yet after a round riddled with bullet marks, blood, corpses and great stories of shooting the fuck out of each other
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  17. Post #5337

    August 2012
    4 Posts
    Seems cool :) keep up the work.

    - And the devīs are just placeholders right?
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  18. Post #5338
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts


    Today's work. Yeh i know i said i would never map in source again, but i needed something else to fill my head than that infernal tutorial code.
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  19. Post #5339
    MadPro119's Avatar
    January 2010
    5,907 Posts


    Today's work. Yeh i know i said i would never map in source again, but i needed something else to fill my head than that infernal tutorial code.
    Flat dirt? Displacements would make this much prettier. Shadows look off too.
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  20. Post #5340
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,223 Posts
    What you think ?

    I didnt have the right texture and i just feel lazy to make it myself it only for training me to rebuilding stuff from a picture

    It took me less than 2 hours .. it was a quick test .. i may make the entire building later idk
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  21. Post #5341
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Flat dirt? Displacements would make this much prettier. Shadows look off too.
    Adding displacements in now. Some of the shadows do look a bit odd actually...hmm...i'll stab them a little :)
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  22. Post #5342
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,223 Posts
    i recorded a little video of my Test chamber

    Its a fast walkthrough
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  23. Post #5343
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,502 Posts
    Ugh, A lot of progress today. Will fix the 3D skybox :)


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  24. Post #5344
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    Ugh, A lot of progress today. Will fix the 3D skybox :)


    Looks beautiful! I love what you done with the original to make it your own.
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  25. Post #5345
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,499 Posts
    Hey guys, I'm working on recreating the Black Marsh in The Elder Scrolls: Skyrim, but not in the shitty way that everyone on the nexus is.

    screenshots:



    Also, if you want to join a little facepunch skyrim modding group I made, here's the link!

    http://steamcommunity.com/groups/fptesv

    It would be awesome to get a group of modders together to make one big collaboration.
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  26. Post #5346
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,223 Posts
    Ugh, A lot of progress today. Will fix the 3D skybox :)

    There is something weird on the left column of the first picture
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  27. Post #5347
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,502 Posts
    There is something weird on the left column of the first picture
    I misaligned the prop and forgot to fix it.
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  28. Post #5348
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    I misaligned the prop and forgot to fix it.
    How large is the map expected to be in regards to the original?
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  29. Post #5349
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,502 Posts
    How large is the map expected to be in regards to the original?
    I'm basing it of the CSS version, but the map size is the same, I just added some more fancy stuff, plus balancing stuff.
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  30. Post #5350
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    I'm basing it of the CSS version, but the map size is the same, I just added some more fancy stuff, plus balancing stuff.
    Seems good. Is there a location set?
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  31. Post #5351
    Gold Member
    kaine123's Avatar
    February 2010
    9,510 Posts




    I'll probably put up a thread in a bit for the first version release soon.

    Does anyone here have or know someone who has a server who would be willing to host a this for testing?
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  32. Post #5352
    Gold Member
    Stiveno's Avatar
    July 2011
    762 Posts
    More textures and details video coming soon.
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  33. Post #5353
    samuel2213's Avatar
    May 2011
    2,464 Posts
    Ugh, A lot of progress today. Will fix the 3D skybox :)


    The skybox has quite obvious corners and the clouds are far too flat at some parts.
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  34. Post #5354
    Level Design Portfolio
    Mr Anonymous's Avatar
    November 2009
    2,040 Posts
    More textures and details video coming soon.
    Change the texture of those two support pillars. It looks really off. Also, use some decals.
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  35. Post #5355
    Gold Member
    Ardowalalin's Avatar
    May 2008
    397 Posts
    Ugh, A lot of progress today. Will fix the 3D skybox :)
    I like those happy little clouds <3 The map is coming out great!
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  36. Post #5356
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,502 Posts
    I can't get it to look right :(

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  37. Post #5357
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,869 Posts
    Try just putting snow on the horizontal (or close) faces.
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  38. Post #5358
    Gold Member
    kaine123's Avatar
    February 2010
    9,510 Posts
    https://developer.valvesoftware.com/wiki/$seamless_scale

    That might help.
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  39. Post #5359
    Gold Member
    SABS001's Avatar
    September 2006
    1,055 Posts
    I can't get it to look right :(

    Reduce the noise, I think.
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  40. Post #5360
    Shirky's Avatar
    December 2009
    2,570 Posts
    https://developer.valvesoftware.com/wiki/$seamless_scale

    That might help.
    I was waiting for someone to notice the ugly stretching haha
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