Counter-Strike 2

Counter-Strike 2

AR_LC_HET_beta
Fetale Vera 2015 年 10 月 21 日 下午 1:35
What I suggest for AR_LC_HET_BETA
Other then a poor choice of textures and lighting, I was never more disappointed from playing a map than this one, this is the type of map where you just want more out of it; only to realize you're not going to get more out of it.


Right away when jumping from one of those ramp boosts I immediately thought "Time to BHOP" on landing only to be disappointed, the anti stamina commands and changing max velocity wasn't enough since you can't maintain the speed well without the server autohop mod.
Secondly the skybox is a ♥♥♥♥♥♥♥ troll. The 3d skybox was so convincing I tried to actually go off the normal ramp path and surf on the way down, I didn't get to do that either.

Pretty much I what I wanted was a sense of nostalga but when I played it, I got it, but it wasn't enough, Maybe this map could be a push towards a mod project such as "Counter strike Tournament" or "CounterQuake"


What I suggest is this.
Removing the sun
The sun in the Sky in which the skybox is overlooking the planet from what it looks like a very sunny space area which is also surrounded by ground below because there is a giant floating city. wait, what the ♥♥♥♥.
Change the lighting or the skybox
The skybox is strange and the scenary is stranger, this is why I thought unreal tournament, Maybe giving the ground a little more of a space look on the bottom of the skybox that way I won't get pissed when I try to surf on the ramps despite knowing it's impossible.
the lighting could be a lot better, This map looks like it's highly influenced by star wars, battlestar galactica, quake, unreal tournament and just about any other Futuristic movie or game series for reasons I don't have to point out.

You don't have to go with the typical blue and orange for night time, you could go with light blue and yellow, Black and Red, Red and Green, Green and yellow, think about how many possibilities you could create just by changing the color scheme for appearance of the level

adding fog and changing the overall skybox appearance
what I would suggest is instead of using the Actual prop for the skybox to make it look huge, create a version of this level that doesn't have a playable map, go to the highest point, take a screenshot, go in photoshop, distort the image to add a depth of height, compress the image, Go into VTF edit, add properties and create a VTF file of the image, this is a cheap way of making the level look even bigger than it actually is including fog to add more depth.

Expanding the level
like I said surf ramps, but not only just surf ramps, everything else there is more to it, like wanting to get myself back into the hole in the center of the map just to get back into dust (portalception)

I would like to actually make my own edits to the level in the future if you ever decide to sell the IP or discontinue on making the level, but overall this would be great for a counter strike mod involving the gothic atmosphere of quake or the gameplay of unreal tournament.
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Mad Cat Lad  [开发者] 2015 年 10 月 21 日 下午 3:09 
I've never even considered someone actually trying to slide down these structures. Guess the 3D sky transition turned out a little too seamless - except for fugly seams in lightmaps which i didn't have time to weed out.

Don't be surprised by lack of detail and rushed texturing in the arena part of the map. Due to contest timeframe I ended up spending only 6 days on this area. And then I rested at the seventh day.

How did this happen? Well, for once I got overzealous with dat glorious 2D skybox and took too much time rendering it in full detail - 15 days of back-to-back rendering. And then there was the part with original Dust plant, shaping sandstorm with displacements (thx Valve for broken per-map particle support), simulating rope physics with train entities, animating camera movements, yadda yadda.

Now, I don't quite understand what's the visual issue with the sun (Earth's inner core, in fact) hanging where it's at. You seem to be confused about shadows cast by it (or are you?), could you please elaborate?

I've considered baking some faraway city areas into 2D skybox, but then connecting playable arena seamlessly to the rest of the city geometry would be more tricky - and more time-consuming.

I don't really think I'll be fixing or expanding this level in the future. Source has been increasingly pissing me off with its absurd ancient limits, inconsistency among engine versions of various games, various broken features that volvo never bothers to fix and general backwardness (per-vertex prop lighting, lackluster scripting support, inability to design your own shaders, 32-bit toolchain, you name it).

I'll be moving on to UT4 instead. Never played them UT series games, but people keep saying I tend to make Unreal-style stuff. Who knows, maybe my grim megalomaniac impulses will be right at home.
Fetale Vera 2015 年 10 月 21 日 下午 4:23 
I've never even considered someone actually trying to slide down these structures. Guess the 3D sky transition turned out a little too seamless - except for fugly seams in lightmaps which i didn't have time to weed out.

Don't be surprised by lack of detail and rushed texturing in the arena part of the map. Due to contest timeframe I ended up spending only 6 days on this area. And then I rested at the seventh day.

How did this happen? Well, for once I got overzealous with dat glorious 2D skybox and took too much time rendering it in full detail - 15 days of back-to-back rendering. And then there was the part with original Dust plant, shaping sandstorm with displacements (thx Valve for broken per-map particle support), simulating rope physics with train entities, animating camera movements, yadda yadda.

Now, I don't quite understand what's the visual issue with the sun (Earth's inner core, in fact) hanging where it's at. You seem to be confused about shadows cast by it (or are you?), could you please elaborate?

I've considered baking some faraway city areas into 2D skybox, but then connecting playable arena seamlessly to the rest of the city geometry would be more tricky - and more time-consuming.

I don't really think I'll be fixing or expanding this level in the future. Source has been increasingly pissing me off with its absurd ancient limits, inconsistency among engine versions of various games, various broken features that volvo never bothers to fix and general backwardness (per-vertex prop lighting, lackluster scripting support, inability to design your own shaders, 32-bit toolchain, you name it).

I'll be moving on to UT4 instead. Never played them UT series games, but people keep saying I tend to make Unreal-style stuff. Who knows, maybe my grim megalomaniac impulses will be right at home.

I actually know a guy who maps, makes textures and animates and is an Expert on the source SDK with hundreds of hours online and hundreds more offline. He's a hobbyist and can do a professional job in cooperation.
6:06 PM - Reynolds Recon: I'm actually reccomending the mapper of AR_LC_HET_BETA to you.
6:06 PM - Reynolds Recon: The question if he will contact you is unknown
6:06 PM - Teschke: I'd love to make ♥♥♥♥ with someone : P
6:07 PM - Teschke: we could make a coop map
I already have the assets

http://psteamcommunity.yuanyoumao.com/id/Teschke His recent map aim_orbit shows you how good of an artist he is. http://teschke.deviantart.com/ and his deviantart.


Also the reason why the sun threw me off is I didn't know it was suppose to be the earth's inner core, Scientifically it's actually impossible to see the earth's inner core because it is scientifically proven that it gets too hot trying to cut through the mantle and even if it made it through without being burned alive, any individual or object traveling downwards would be crushed on impact.

http://imgur.com/a/g4Abh
But take a look at the sun, I would have never guess in a million years it was the center core because that's not what the core looks like from the inside of the earth (the continents are not skybound and although there is a Sub ocean, there is a lot of land you have to traverse before you can get beneath the ocean.
I honestly thought that you traveled through a wormhole and got shot into space, which also confused the hell out of me because there were roads, on a city, in which I thought was space.

http://static.ddmcdn.com/gif/blogs/6a00d8341bf67c53ef014e869ff235970d-800wi.jpg
Like being said the simple fix is to add a ton of dust particles and env_fog_controller.


However, I never had these issues you're having to the source engine and I honestly think you're moving to UT4 for all the wrong reasons.

I've used source sdk since half life 2 and even messed around with the older valve hammer editor, but do you really think that the hammer editor is consistent or you're not realizing you're using a version for a specific game and not creating your own mod for the source engine, when you actually create your own mod it's you're game, the features you want in the engine are yours.
Valve doesn't fix most of the scripts for their games because they were not meant for that game specifically. Especially scripting, You realize valve has not made a single player game since 2011. to put it blunt, Everything is there for a reason and if it doesn't work it's because it's not meant to be used, remember the ray tracing lighting feature in the orange box source sdk? or the other features in the portal 2 sdk? they aren't in the CSGO sdk because they are not made for that version. Better off creating your own mod or limiting your imagination (Get source SDK compatable with GMOD) so people better understand your purposes or reasons.
Mad Cat Lad  [开发者] 2015 年 10 月 22 日 上午 5:29 
引用自 Reynolds Recon
Also the reason why the sun threw me off is I didn't know it was suppose to be the earth's inner core, Scientifically it's actually impossible to see the earth's inner core because it is scientifically proven that it gets too hot trying to cut through the mantle and even if it made it through without being burned alive, any individual or object traveling downwards would be crushed on impact.

http://imgur.com/a/g4Abh
But take a look at the sun, I would have never guess in a million years it was the center core because that's not what the core looks like from the inside of the earth (the continents are not skybound and although there is a Sub ocean, there is a lot of land you have to traverse before you can get beneath the ocean.
I honestly thought that you traveled through a wormhole and got shot into space, which also confused the hell out of me because there were roads, on a city, in which I thought was space.

Lets just say this[en.wikipedia.org] was one of my loose inspirations. Now I think, though, that I should've put the full title - Hollow Earth Theory - in the loading screen and/or level description, if the scenery can be that confusing. Creating a visible solid disk would probably help, too.

引用自 Reynolds Recon
However, I never had these issues you're having to the source engine and I honestly think you're moving to UT4 for all the wrong reasons.

I've used source sdk since half life 2 and even messed around with the older valve hammer editor, but do you really think that the hammer editor is consistent or you're not realizing you're using a version for a specific game and not creating your own mod for the source engine, when you actually create your own mod it's you're game, the features you want in the engine are yours.
Valve doesn't fix most of the scripts for their games because they were not meant for that game specifically. Especially scripting, You realize valve has not made a single player game since 2011. to put it blunt, Everything is there for a reason and if it doesn't work it's because it's not meant to be used, remember the ray tracing lighting feature in the orange box source sdk? or the other features in the portal 2 sdk? they aren't in the CSGO sdk because they are not made for that version. Better off creating your own mod or limiting your imagination (Get source SDK compatable with GMOD) so people better understand your purposes or reasons.

I have no complaints about versions of Hammer editor per se. My issue lies with how dispersed and inconsistent Valve's approach to improving & fixing Source engine versions has been.

Take prop lighting for instance: After quite some time of all the versions being stuck with early 2000s-style per-vertex lighting, they've finally bothered themselves to implement lightmap support for props in TF2 branch. Still no signs of the same tech in any other version, even though such functionality was considered basic in other modern engines.

And you're absolutely right in that whenever you wanted to see any advanced features in the game (lets say, ones requiring programming custom logic), for a long time you've been stuck with the one and only option of making your own mod. Per-level variations? Forget it. Scripting support has only been added with L4D2, and to this day it remains absurdly shallow. For Christ's sake, you can't even read a value of a console variable or hook a game event.

And then there's broken per-level particle support, partially broken custom sound support (have to include them into .bsp, they won't play otherwise), obsolete code in trains & other moving entities that often causes player to get stuck if they're not moving in a perfectly horizontal path (hello Qphysics), rather limited shader customization options, do I need to name more?

I mean, I can deal with all these issues. I can work around them. I just don't understand why I have to.
Fetale Vera 2015 年 10 月 22 日 下午 12:06 

I have no complaints about versions of Hammer editor per se. My issue lies with how dispersed and inconsistent Valve's approach to improving & fixing Source engine versions has been.

Take prop lighting for instance: After quite some time of all the versions being stuck with early 2000s-style per-vertex lighting, they've finally bothered themselves to implement lightmap support for props in TF2 branch. Still no signs of the same tech in any other version, even though such functionality was considered basic in other modern engines.

And you're absolutely right in that whenever you wanted to see any advanced features in the game (lets say, ones requiring programming custom logic), for a long time you've been stuck with the one and only option of making your own mod. Per-level variations? Forget it. Scripting support has only been added with L4D2, and to this day it remains absurdly shallow. For Christ's sake, you can't even read a value of a console variable or hook a game event.

And then there's broken per-level particle support, partially broken custom sound support (have to include them into .bsp, they won't play otherwise), obsolete code in trains & other moving entities that often causes player to get stuck if they're not moving in a perfectly horizontal path (hello Qphysics), rather limited shader customization options, do I need to name more?

I mean, I can deal with all these issues. I can work around them. I just don't understand why I have to.


https://www.youtube.com/watch?v=9wM9eA-gEUo
I can give 4 possible reasons, Steam hardware survey, popular opinion, not many care, and It's Valve's game.

"How settings are configured and how games are optimized are based by the steam hardware survey, allowing priority of older computers first, next gen later" but like you said certain features were removed and there are inconsistencies.

Back in the day and I mean 2009-2010 I actually have talked with people on Facepunch forums, decent mappers such as TopHattWaffle, Weasel, and Silverfish, at the time, all thought 3kliksphilip was a mediocre mapper and his tutorials were crap. They also completely discredited Any concept of adding Digital molecular matter, Realtime cubemaps, and even tessleation to the source engine simply because they thought it was stupid, You can blaime The majority of Facepunch.com for this decision.

From what I know is most people who played CSGO also played 1.6 and source, and from what I've gathered is that most of us actualy didn't play 1.6 for it's good scripting or nice per-vertex lighting, and from what I also know is nobody liked physics barrels on dust 2 or props on train because people would just push them into places like ladders and block off areas completely, or hide bombs.

But overall I think the reason why is because CSGO is an Esport, Valve doesn't think they need this code for the game and rightfully so, as much as I would want to see this stuff in CSGO that's not what got me to play. I played Counter strike source for casual fun such as jailbreak, bhop, kz and surf, I didn't do the same for 1.6 and could care less about scripted sequences, prop lighting and Trains, Idk what you were doing with trains but that's just overpass all over again.

Do I think it's right Steam hardware survey, Popular opinion, not many caring and the fact that CSGO is an Esport not a mod base like CSS and Garry's mod should be the reasons to remove features and not improve on current ones that still work but have no use? No, but I wouldn't be the one to say against it since the industry has took a backwards step.

However Source 2 will include a new physics engine (rubikon) new lighting and a improved editor.
so don't expect anything new other than skins until Half life 3 gets announced.

LoveMyVAC 2016 年 9 月 13 日 下午 1:55 
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