your map is a huge rip off of gm_flatgrass and it will never make it into this thread i mean just look at the evidence
[t]http://cloud-2.steampowered.com/ugc/576745738840462503/F2FC80D5E7E88EEA6B89CBE560470AC26CC6F006/[/t] [t]http://cloud.steampowered.com/ugc/576745738839989896/9D263FC6DD4DD7D5C3A0C7DD66C7202D5CAF36D4/[/t] [t]http://cloud-2.steampowered.com/ugc/576745738839998431/351EE5E226E09A6A88322D73839F6530065BD4EE/[/t] [t]http://cloud-2.steampowered.com/ugc/576745738840004471/2331DCB4DD38E3CF7CF636A64EE31C3788CA574C/[/t] [t]http://cloud.steampowered.com/ugc/576745738840009494/AB6A6E26BFBFFED5E5B5EE122428DCF4924864BE/[/t] [t]http://cloud-2.steampowered.com/ugc/576745738840011117/480E8E033DEC3683A5CE142C065D7AF6C0143880/[/t] [t]http://cloud-2.steampowered.com/ugc/576745738840013067/91546EB794D57014AFEF32043D013E0FC32AB753/[/t] [t]http://cloud-2.steampowered.com/ugc/576745738840017972/70EA2D4962C04CEE010AE03B877169119723E62E/[/t]
you're a bad mapper and i hate you
[QUOTE=Zally13;41930228]Although the renderer does affect things, I don't understand how "more model work" makes it something that isn't Source. In the current version of Source that we all can use, we can easily use that much models (provided we had them prior).[/QUOTE][quote=Drew McCoy]At this point I hate to say that it's the Source Engine. ... I mean we've replaced... it's a whole new renderer, all-new audio code, all-new net code, all-new input code for gamepad. There's some stuff that we've just improved but we've done massive changes. We have our own level editor, we have our own lighting, the way that maps are compiled...
The thing about the Source Engine when we got it is that we actually branched from Portal 2. It was DX9, very single-threaded and they used the way that engine worked to its best possible potential for Portal. It can't render that much on-screen. The main thread just can't push out enough jobs, so we've done a huge amount of work. We didn't choose this engine because it was going to be 60, we chose this engine knowing that we'd be spending the next two years making it fast.
It's actually a pretty slow engine for showing stuff on-screen. What we have in a level now would run in single digits on what it was before - if you could even get it to load at all.
...It's now a 64-bit app, it's DX11, we've rewritten the way lightmaps are rendered and we have our own lighting system in it.[/quote][url=http://www.eurogamer.net/articles/digitalfoundry-vs-respawn-the-titanfall-interview]Source[/url]
[QUOTE=The Kins;41972947]At this point I hate to say that it's the Source Engine. ... I mean we've replaced... it's a whole new renderer, all-new audio code, all-new net code, all-new input code for gamepad. There's some stuff that we've just improved but we've done massive changes. We have our own level editor, we have our own lighting, the way that maps are compiled...
The thing about the Source Engine when we got it is that we actually branched from Portal 2. It was DX9, very single-threaded and they used the way that engine worked to its best possible potential for Portal. It can't render that much on-screen. The main thread just can't push out enough jobs, so we've done a huge amount of work. We didn't choose this engine because it was going to be 60, we chose this engine knowing that we'd be spending the next two years making it fast.
It's actually a pretty slow engine for showing stuff on-screen. What we have in a level now would run in single digits on what it was before - if you could even get it to load at all.
...It's now a 64-bit app, it's DX11, we've rewritten the way lightmaps are rendered and we have our own lighting system in it.[/QUOTE]
I really wish Valve had put the effort into the engine like they did.
[QUOTE=Shirky;41974224]I really wish Valve had put the effort into the engine like they did.[/QUOTE]
Why? For Valve's purposes, Source has been working the way it is flawlessly. Yes, it isn't the greatest looking engine but it still looks pretty damn well and because it's so old, it flawlessly runs on almost everything (Except my toaster/computer.).
[QUOTE=NotExactly;41726155]It was, thanks!
I found a screenshot of it on their ModDB but I could've sworn the lighting and skybox were very different when I last saw it.
[img]http://media.moddb.com/images/games/1/21/20749/is_warehouse0249.jpg[/img][/QUOTE]
HOW DO I GET THIS
[QUOTE=Shirky;41974224]I really wish Valve had put the effort into the engine like they did.[/QUOTE]
They did, back in 2004.
[QUOTE=Grenade Man;41975720]They did, back in 2004.[/QUOTE]
They are, [url=http://en.wikipedia.org/wiki/Source_(game_engine)#Source_2_engine]Source Engine 2[/url].
[QUOTE=Drew McCoy]At this point I hate to say that it's the Source Engine. ... I mean we've replaced... it's a whole new renderer, all-new audio code, all-new net code, all-new input code for gamepad. There's some stuff that we've just improved but we've done massive changes. [b]We have our own level editor[/b], we have our own lighting, the way that maps are compiled...[/QUOTE]
I really hope they release this SDK, because if anything, I just want to fiddle around with it and see what they've done to the Source engine.
bump but I just had to share this beauty I saw on the steam forums
[t]http://img834.imageshack.us/img834/3640/spalcala0001.jpg[/t][t]http://img856.imageshack.us/img856/3885/spalcala0002.jpg[/t]
[t]http://img824.imageshack.us/img824/6/spalcala0005.jpg[/t]
[img]http://www.facepunch.com/fp/ratings/mapping_king.png[/img]
omg What mod is that ?
[QUOTE=The Kins;41926985]To be fair, there's a LOT of changes to Titanfall's specific flavor of Source. For example, the renderer's been completely ripped out and replaced. There's probably way more model work than in the average Source map, ala UE3.[/QUOTE]
Yeah on the Titanfall wiki it says "Customized Source"
Why can't valve just add in shit like this! :tinfoil: Maybe not the more models shit, but like better rendering and stuff.
[QUOTE=Azzator;42529361]bump but I just had to share this beauty I saw on the steam forums
[t]http://img834.imageshack.us/img834/3640/spalcala0001.jpg[/t][/QUOTE]
looks nice indeed, I would have preferred it though if they kept the "natural lighting" look that source has though. I'm not a fan of games being drenched in single tones.
Honestly, Titanfall has modded Source so much that it would be fairly unfair compare it to other Source Engine games/maps.
It seems like a jump similar to IDTech3 to IDTech 4.
[QUOTE=samuel2213;42539050]Honestly, Titanfall has modded Source so much that it would be fairly unfair compare it to other Source Engine games/maps.
It seems like a jump similar to IDTech3 to IDTech 4.[/QUOTE]
It's more the fact that a developer that sprung up about two years ago was able to completely re-shape Source faster than Valve has since 2004. Titanfall looks nothing like Source at all, while Source is the industry's most aged and oldest engine in use right now. It's so outdated, that the devs stated that they [I]had[/I] to modify it to achieve anything.
[QUOTE=Azzator;42529361]bump but I just had to share this beauty I saw on the steam forums
[t]http://img834.imageshack.us/img834/3640/spalcala0001.jpg[/t][t]http://img856.imageshack.us/img856/3885/spalcala0002.jpg[/t]
[t]http://img824.imageshack.us/img824/6/spalcala0005.jpg[/t]
[img]http://www.facepunch.com/fp/ratings/mapping_king.png[/img][/QUOTE]
just to clarify this isn't from Titanfall or anything. it's someone's personal project.
[QUOTE=Azzator;42539633]just to clarify this isn't from Titanfall or anything. it's someone's personal project.[/QUOTE]
Then it's a damn impressive personal project.
[QUOTE=The Kins;41926985]To be fair, there's a LOT of changes to Titanfall's specific flavor of Source. For example, the renderer's been completely ripped out and replaced. There's probably way more model work than in the average Source map, ala UE3.[/QUOTE]
Think of the IWEngine to the Quake engine.
[editline]16th October 2013[/editline]
[QUOTE=Azzator;42539633]just to clarify this isn't from Titanfall or anything. it's someone's personal project.[/QUOTE]
And I'm sure a lot of the props are ripped from Epic Game's games, like Gears of War and Bulletstorm.
[QUOTE=Azzator;42529361]bump but I just had to share this beauty I saw on the steam forums[/QUOTE]
Could you link to the thread?
[QUOTE=Azzator;42529361]bump but I just had to share this beauty I saw on the steam forums
[t]http://img834.imageshack.us/img834/3640/spalcala0001.jpg[/t][t]http://img856.imageshack.us/img856/3885/spalcala0002.jpg[/t]
[t]http://img824.imageshack.us/img824/6/spalcala0005.jpg[/t]
[img]http://www.facepunch.com/fp/ratings/mapping_king.png[/img][/QUOTE]
Looks almost like unreal engine.
Damn, i really want that Peacemaker Carbine model.
Where the hell did he get the Peacemaker model anyway? Because I'm not sure if Bulletstorm ripping was possible.
[QUOTE=ManFlakes;42555673]Where the hell did he get the Peacemaker model anyway? Because I'm not sure if Bulletstorm ripping was possible.[/QUOTE]
He ripped the model himself.
I ripped it once too, turns out that epic uses a weird way of storing weapon animations in the Engine, like both the weapon and the hands stores animations and stuff, so i scrapped it since it was too hard for my brain.
[QUOTE=wazanator;41673678]Did anyone ever port that map to TTT or L4D2? I swear I played a version of that in both at some point.[/QUOTE]
I'll send you the TTT version I have on my server when I get home :)
I was looking through Garrysmod.org late one night and found [url=http://www.garrysmod.org/downloads/?a=view&id=87316]this.[/url]
It was so beautiful. For a week I would start up GMod every day and just [I]look[/I] at it.
Then, when I was just starting SFM, the first thing I did was download the map. And it didn't work. I didn't have anything mounted.
Half a year has gone by, and I finally got around to mounting all the games in my library in SFM. And The first thing I did was look to see if the map worked. [url=http://i.imgur.com/78UBi20.png]it did.[/url] Gloriously.
Now I can look at this same map in SFM. And it's [url=http://i.imgur.com/9kfDHgQ.png]almost[/url] perfect.
I don't know if the uploader really made the map, but I think we should all assume that he/she did, and give Feris Canadius a round of applause.
[QUOTE=Imasargent;42571659]I was looking through Garrysmod.org late one night and found [url=http://www.garrysmod.org/downloads/?a=view&id=87316]this.[/url]
It was so beautiful. For a week I would start up GMod every day and just [I]look[/I] at it.
Then, when I was just starting SFM, the first thing I did was download the map. And it didn't work. I didn't have anything mounted.
Half a year has gone by, and I finally got around to mounting all the games in my library in SFM. And The first thing I did was look to see if the map worked. [url=http://i.imgur.com/78UBi20.png]it did.[/url] Gloriously.
Now I can look at this same map in SFM. And it's [url=http://i.imgur.com/9kfDHgQ.png]almost[/url] perfect.
I don't know if the uploader really made the map, but I think we should all assume that he/she did, and give Feris Canadius a round of applause.[/QUOTE]
It's a pretty map for being 100% brushes, cubemaps are futzed though.
It's still really pretty, now I hate to bump this thread but LET'S SEE SOME MORE SEXY MAPS
Does anyone remember this really nice looking subway station map for CSS? I think it was some sort of Scandinavian subway station, but I can't remember the name so I haven't had any luck searching for it.
EDIT: Never mind, it's CS_Metrobudapest.
[URL="http://www.garrysmod.org/downloads/?a=view&id=87316"]gm_triumpalarch:[/URL]
[THUMB]http://i.imgur.com/vFBoadY.jpg[/THUMB]
[THUMB]http://i.imgur.com/QglbAeZ.jpg[/THUMB]
[THUMB]http://i.imgur.com/Vf4bj8v.jpg[/THUMB]
Thanks for sharing, Imasargent. (Sorry about the workshop notification at the bottom)
[URL=http://css.gamebanana.com/maps/144801]CS_Metrobudapest:[/URL]
[THUMB]http://i.imgur.com/E5uuIn3.jpg[/THUMB]
[THUMB]http://i.imgur.com/yIV8mFa.jpg[/THUMB]
[THUMB]http://i.imgur.com/j58kcK3.jpg[/THUMB]
[THUMB]http://i.imgur.com/mbRRp07.jpg[/THUMB]
[THUMB]http://i.imgur.com/H8Dort7.jpg[/THUMB]
[THUMB]http://i.imgur.com/O3uFdyn.jpg[/THUMB]
[THUMB]http://i.imgur.com/Fjely4e.jpg[/THUMB]
[THUMB]http://i.imgur.com/OmdNTj6.jpg[/THUMB]
[THUMB]http://i.imgur.com/0pTTVvZ.jpg[/THUMB]
This is a very large map.
[URL=http://www.garrysmod.org/downloads/?a=view&id=38281]de_forest:[/URL]
[THUMB]http://i.imgur.com/MweVEjD.jpg[/THUMB]
[THUMB]http://i.imgur.com/axq1JUR.jpg[/THUMB]
[THUMB]http://i.imgur.com/8oISjcW.jpg[/THUMB]
[THUMB]http://i.imgur.com/PmxWWAk.jpg[/THUMB]
This is one of my personal favorites, would be horrible as an actual Counter-Strike map though.
Now, noob question here, how do I scale these images?
Edit: Thanks Torekk
[QUOTE=Bucky21659;43081924]Now, noob question here, how do I scale these images?[/QUOTE]
Put them inside [thumb*][/thumb*] tags, without the *.
cs_metrobudapest looks nice except for the lighting imo. Looks kind of bland to me.
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