Hey guys long time no see. Been a while since I posted a project on my favourite place on the web. So yeah I was browsing the Work thread 8 months ago and saw Richard Acherki was looking for an artist to detail his Counter-Strike: Source map.
I decided to offer my help thinking it'd be a quick job but it turned into a full job and here I am with a playable level.
It's a defusal map for Counter-Strike: GO and it's set in a water treatment facility. It uses a lot of custom content which isn't seen too often these days in CS maps but I wanted to really stand out and make a nice portfolio piece.
I wrote up my design process and thoughts in a handy .PDF so feel free to give that a read and if you own the game do check it out.
Difficult to say but I'd guess 70-80%. The way I worked that out was by loading up the map with the content missing and seeing all the white and error models.
It'd be good to have more maps especially when Valve releases the workshop which they recently announced is being worked on so go for it!
It looks awesome, you did a great job. I am downloading it now. Do you have any good resources, links, and/or docs on creating art assets for CSGO or source in general? I have stumbled upon a few OK ones, but they tend to be mostly about using the assets already in source.
Actually Valve contacted us to ask whether we'd like to join the beta. At the time I thought it was special until they basically opened the floodgates to all mappers heh.
We're just waiting to hear back from them but honestly I doubt they will. People these days tend to be forgetful.
Thanks for the positive comments dudes. As for overview here's the best I have. It's a little hard to read I know.
dont really know why you got colour like purple in yours when the blue channel isnt needed at all, but there are procedural ways to do these in maya and other applications.
Well all I know is our water needed to flow from right to left to down to right and so on and those three colours in the examples given to us only did "up" and "down" whereas the colours I used gave me exactly what I needed. Either way it's not a big deal if there's a simpler way to do it, all I know is my method worked best for me.
But perhaps someone with more technical knowledge can explain it to me. The example in the PDF is for a map where the water is constantly flowing downwards in order to guide the player with some sections for going around trees whereas mine is more unnatural, it's being fed down a 90 degree angled tunnel and as I said in my document I tried each colour one by one and the water would flow in its own distinct direction and that's how I applied it to my map. If I'm not supposed to use the colours I have, how else would I have got the angles of flow I needed?
the colors represent 2d vectors x and y or U and V, mid point of 0.5 on both channels would be do nothing. below .5 would be negative movement on that axis, above would be positive moment on that axis.
also there is a imbueFX tut that shows a procedural way to do it via maya, but in the case of that one you will need to do some tweaks to isolate the difference.
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It'd be good to have more maps especially when Valve releases the workshop which they recently announced is being worked on so go for it!
I would also be up for a game or two on this map.
What did I win? :poly124:
Great job man
We're just waiting to hear back from them but honestly I doubt they will. People these days tend to be forgetful.
Thanks for the positive comments dudes. As for overview here's the best I have. It's a little hard to read I know.
http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
dont really know why you got colour like purple in yours when the blue channel isnt needed at all, but there are procedural ways to do these in maya and other applications.
But perhaps someone with more technical knowledge can explain it to me. The example in the PDF is for a map where the water is constantly flowing downwards in order to guide the player with some sections for going around trees whereas mine is more unnatural, it's being fed down a 90 degree angled tunnel and as I said in my document I tried each colour one by one and the water would flow in its own distinct direction and that's how I applied it to my map. If I'm not supposed to use the colours I have, how else would I have got the angles of flow I needed?
think you will want to look at this thread.
http://www.polycount.com/forum/showthread.php?t=105399
also there is a imbueFX tut that shows a procedural way to do it via maya, but in the case of that one you will need to do some tweaks to isolate the difference.