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Source Maps

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Post by Zaki90 Tue Dec 29, 2009 12:20 pm

I have always wondered if any of yall make any source maps as in Counter Strike maps. I myself am map everyonce and a while when I have time.

This is probably the one I am working on right now: http://www.filefront.com/15247951/mexico_v3.bsp

I would love to get feedback or maybe report some bugs. So if yall have any source maps you would like to share I would love to see them and put a link to download.


Last edited by Zaki90 on Tue Dec 29, 2009 10:35 pm; edited 1 time in total

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Post by Ukurse Tue Dec 29, 2009 4:59 pm

Well, my computer couldn't run CS:S if its non-existant life depended on it.

But I have seen a lot of videos about Hammer, and I have seen a lot of custom Maps for TF2.
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Post by Ringleader Tue Dec 29, 2009 5:07 pm

I do occasionally, I have tried to make some HL2 maps for a mod I was considering, but I can never optimize it properly.

Some maps I have tried to make are like, an expanded version of the antlion attack level in episode 2 (but with 6-8 hallways instead of 3), and a map that came to me... IN A DREAM (literally though)
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Post by Zaki90 Tue Dec 29, 2009 7:32 pm

Ukurse wrote:Well, my computer couldn't run CS:S if its non-existant life depended on it.

But I have seen a lot of videos about Hammer, and I have seen a lot of custom Maps for TF2.


CS:S is like a 32mb video card with 512mb of RAM. What kinda computer do you have?

Ringleader wrote:I do occasionally, I have tried to make some HL2 maps for a mod I was considering, but I can never optimize it properly.

Some maps I have tried to make are like, an expanded version of the antlion attack level in episode 2 (but with 6-8 hallways instead of 3), and a map that came to me... IN A DREAM (literally though)

What do you mean by optimize? Can you upload your map(s)?

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Post by Elabajaba Tue Dec 29, 2009 7:46 pm

Ukurse wrote:Well, my computer couldn't run CS:S if its non-existant life depended on it.

But I have seen a lot of videos about Hammer, and I have seen a lot of custom Maps for TF2.
Minimum: 1.2 GHz Processor, 256MB RAM, DirectX 7 level graphics card, Windows 2000/XP, Mouse, Keyboard, Internet Connection

Those are the minimum requirements. Your computer should be able to run it if it was made in the past 5-10 years.

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Post by Ringleader Tue Dec 29, 2009 7:57 pm

Yeah but why scrape along with the bear necessities? My computer plays Crysis on the highest settings, Antialiasing x 8 before it gets problematic, and I STILL have trouble with SDK...

It is EXTREMELY demanding, especially if you use it the way it was meant to be used (like what those fellas at BM are doing... wonders).
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Post by Elabajaba Tue Dec 29, 2009 8:00 pm

Ringleader wrote:Yeah but why scrape along with the bear necessities? My computer plays Crysis on the highest settings, Antialiasing x 8 before it gets problematic, and I STILL have trouble with SDK...

It is EXTREMELY demanding, especially if you use it the way it was meant to be used.

I play crysis on max with no problems, and I don't have any problems with the sdk (though I don't really use it since UE3 was released for free on a non commercial license)

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Post by Zaki90 Tue Dec 29, 2009 10:36 pm

Well, 7 hours of work I took mexico_v0 and transformed it into mexico_v3. Now to start on the CT side tomorrow.

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Post by Angatar Tue Dec 29, 2009 10:55 pm

Could you post pictures of the map instead of making us download it?
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Post by CivBase Wed Dec 30, 2009 9:30 am

Kinda small, don't ya think? I like the idea of a flooded street, though.
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Post by Zaki90 Wed Dec 30, 2009 10:28 am

CivBase wrote:Kinda small, don't ya think? I like the idea of a flooded street, though.

I only showed you the terrorist side. I barely started on the CT side.

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Post by Ziggy Wed Dec 30, 2009 2:48 pm

I map from time to time, making small maps such as GunGame maps, and Sandbox maps for Garrys Mod. That's about it.
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Post by Zaki90 Wed Dec 30, 2009 10:28 pm

Ziggy wrote:I map from time to time, making small maps such as GunGame maps, and Sandbox maps for Garrys Mod. That's about it.

What do you mean by Sandbox? Sandbox is the gametype but that is kinda vague.

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Post by Ziggy Thu Dec 31, 2009 12:05 am

Zaki90 wrote:
Ziggy wrote:I map from time to time, making small maps such as GunGame maps, and Sandbox maps for Garrys Mod. That's about it.

What do you mean by Sandbox? Sandbox is the gametype but that is kinda vague.

Sandbox being the standard game mode for Garrys Mod, in which you build. derp
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Post by Zaki90 Thu Dec 31, 2009 7:17 pm

^^

I know that, but I mean like construct maps or flat ones?

Can I see a screenshot of it?

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Post by Ziggy Thu Dec 31, 2009 11:51 pm

I don't know where I put the .vtf and I'm pretty sure I never saved the .bsp to my maps folder, so I can't really get a screenshot.
It was a specialised map though, because these guys wanted to see if they could make a car that could drive up any slope, so I made a map with 5 ramps of varying height and difficulty. It was pretty cool, but very basic.
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Post by Rotaretilbo Fri Jan 01, 2010 8:03 pm

I'm eventually going to make a L4D map, which is somewhat similar. Does that count?
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Post by Zaki90 Sat Jan 02, 2010 5:03 pm

Rotaretilbo wrote:I'm eventually going to make a L4D map, which is somewhat similar. Does that count?

It is the source engine. I never got into L4D mapping.

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Post by Ziggy Sat Jan 02, 2010 7:09 pm

Rotaretilbo wrote:I'm eventually going to make a L4D map, which is somewhat similar. Does that count?

Yeah it counts, but from what I've seen, it requires a lot of entity work to allow for the special infected spawning and what not. Plus the maps need to be incredibly detailed.
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Post by Zaki90 Sat Jul 24, 2010 12:52 am

Source Maps Map210

Source Maps Map10

Source Maps Map310

Well, here I am 6 months later, with a near completed version of that map I was talking about, I called it mexico v3. Its been through about thirty renditions and all hell has broken loose trying to map this map as fluid as possible.

Now with working AI ( but they still refuse to buy weapons).

A completed CT and T side that have been filled to the top with different entries and exits and over 20 ways to get around the map.

With now working skybox along with working lighting use.

Custom textures and more detail added to each item.

And a large, large map.



And last but not least...

Its still not completely finished.

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Post by Angatar Sat Jul 24, 2010 8:51 am

Nice. Since you can't get the bots to buy weapons you probably won't know this, but how good is the gameplay?
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Post by Ringleader Wed Aug 25, 2010 8:19 am

Source Maps Toilet3
It flushed, it actually flushed!

*cries*


Oh, this is kind of a secret project, so try to keep it under wraps:
Source Maps Bowledreadyforboxbig130000
Source Maps Bowledreadyforboxbig130001
I haven't worked on this in like, a year. It won't load up when I try and test it out anymore.
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Post by Zaki90 Fri Aug 27, 2010 6:46 pm

Do you still have the VTF? This looks pretty interesting.

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Post by Ringleader Fri Aug 27, 2010 10:04 pm

You know, I forgot what a VTF is, (it's been a real long time).

If your referring to the map file that's been converted into a playable map (I think?) then I don't know, I'm pretty sure I have the maps saved though.
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