Ice_Berge_00 July 1, 2013 Share Ice_Berge_00 July 1, 2013 (edited) Some of you may remember I made a couple maps back in the CS Source days. A little while ago I got the urge to begin working on a new map for CS GO. Below is the result of my efforts. I've play tested it some with bots and a few friends, would love to give it a run on custom map night sometime soon, maybe this coming weekend. Here are a few preview pics for teasers CT Spawn Starting out at the security checkpoint for visitors, odd there aren't any guards around... T Spawn Something bad happened here, emergency lights and the caved in door might be a clue... I guess we're going in the back way One of the main encounter points, can you figure out what will happen? For the times when you just need a moment to relax Bombsite A So we're blowing up a loading dock? Wait, whats in that tank... Bombsite B So this is where the toxic chemicals get treated and made "safe" for everyone... Edited July 2, 2013 by Ice_Berge_00 5 Quote Link to comment Share on other sites More sharing options...
walkingCat July 1, 2013 Share walkingCat July 1, 2013 Looks like Turnbull has a good competitor. Quote Link to comment Share on other sites More sharing options...
Biggs July 1, 2013 Share Biggs July 1, 2013 Very nice Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR July 1, 2013 Share turnbullTeRRoR July 1, 2013 Ice _B do you mess with the hint brushes any? Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 July 2, 2013 Author Share Ice_Berge_00 July 2, 2013 (edited) Ice _B do you mess with the hint brushes any? I did in the hallway intersections and around the entrances to the rooms. This actually led to me positioning the doors of the break room the way I did because of what I saw the engine doing. Helped to reduce what the game engine was drawing at times and I without them I found at specific points it would try to draw both bombsites which was bad. Edited July 2, 2013 by Ice_Berge_00 Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR July 2, 2013 Share turnbullTeRRoR July 2, 2013 Ice _B do you mess with the hint brushes any? I did in the hallway intersections and around the entrances to the rooms. This actually led to me positioning the doors of the break room the way I did because of what I saw the engine doing. Helped to reduce what the game engine was drawing at times and I without them I found at specific points it would try to draw both bombsites which was bad. Yeah, I was just asking because I've been working on optimizing my maps more and more each map but the hint brushes are something I've not really delved into much. My last few maps I've focused on clean brushes and func_detail (ing) as much as can be good and possible. However my current map de_drunkmonk_betawhatever#itis didn't reach full compile in like 16 hours so I've been running on fast compile. I reckon using some hint brushes and manipulating the vis-leafs would probably help that out. Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 July 3, 2013 Author Share Ice_Berge_00 July 3, 2013 Certainly worth checking out. There are a couple debug commands you can use when playing or just walking through your map after compiling to see how it broke out the vis leafs. I don't recall if adding the hints made a big difference on compile times or not with mine unfortunately. It did help performance playing though. There are some good videos and guides out there too to help explain where they will help. In the mean time I'll see if I can't attach my map to this post if someone can upload it to the server(s) for me? Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 July 5, 2013 Author Share Ice_Berge_00 July 5, 2013 (edited) Here it is, the final version ready for play. Can someone upload this to the servers for us to play at Mapnight? Thanks de_processing_station.7z Edited July 5, 2013 by Ice_Berge_00 Quote Link to comment Share on other sites More sharing options...
Biggs July 6, 2013 Share Biggs July 6, 2013 Done and done Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 July 6, 2013 Author Share Ice_Berge_00 July 6, 2013 Thanks Biggs Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR July 7, 2013 Share turnbullTeRRoR July 7, 2013 I liked it. Didn't really see any negatives. Some pretty good fire fights entering sites. The thing I like about it from T's perspective is that you can reverse to another site rather discreetly Quote Link to comment Share on other sites More sharing options...
walkingCat July 7, 2013 Share walkingCat July 7, 2013 Liked the map too, but CTs has too many doors to look for. Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 July 7, 2013 Author Share Ice_Berge_00 July 7, 2013 The quick speed was one of my design goals with the map, I wanted to keep it somewhat small and fast feeling so you had time if you were at the wrong site. I'll have to think about the doors, maybe put something across them to block the ones that are just for show or something. I'll have to tweak the speed of the working doors though, as Lunk mentioned they felt too slow when you're rushing through them. Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR July 7, 2013 Share turnbullTeRRoR July 7, 2013 The quick speed was one of my design goals with the map, I wanted to keep it somewhat small and fast feeling so you had time if you were at the wrong site. I'll have to think about the doors, maybe put something across them to block the ones that are just for show or something. I'll have to tweak the speed of the working doors though, as Lunk mentioned they felt too slow when you're rushing through them. I had a problem with one my doors on de_canyon opening way to slow even though I had any setting I could muster up I think I had some kinda brush clipped to close or something/ can't remember exactly what the fix was....... or if I fixed it at all for that matter lol Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 November 3, 2013 Author Share Ice_Berge_00 November 3, 2013 (edited) Here is the new version, RC2 ready for testing. Got a few additions and fixed but bugs with the 1st version. Ignore this one, use the one below that says bspzipped in the filename Edited November 3, 2013 by Ice_Berge_00 Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 November 3, 2013 Author Share Ice_Berge_00 November 3, 2013 This is the un bsp zipped one Quote Link to comment Share on other sites More sharing options...
Ice_Berge_00 November 3, 2013 Author Share Ice_Berge_00 November 3, 2013 OK, sorry, lets use this one. This has all the files combined to make sure they download OK. de_processing_station_rc2 BSPzipped.zip 1 Quote Link to comment Share on other sites More sharing options...
walkingCat November 3, 2013 Share walkingCat November 3, 2013 Whoa! I thought Turnbull has a monopoly on GC. Or did you have to bribe him in order to lost here? If not, then he will send his things to terror your pockets. Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR November 3, 2013 Share turnbullTeRRoR November 3, 2013 OK, sorry, lets use this one. This has all the files combined to make sure they download OK. Yeah I_B what I was telling you earlier I've done my last 3 maps with workshop and then subscribed to them to DL them and its packed all my files in HOWEVER I have no custom models or textures in any of my maps so I dont know if it catches those or not, but if you want more people to play your map you should get a version on the work shop and anyone who is subscribed to it will auto DL any changes you make to it on the workshop Quote Link to comment Share on other sites More sharing options...
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