Gyradell: Human Absence

Counter-Strike CS
Gyradell: Human Absence by Rimrook
Posted 18 years ago2005-04-30 03:38:47 UTC • Completed • Counter-Strike
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Name
Gyradell: Human Absence
By
Rimrook Rimrook
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP
Created
18 years ago2005-04-30 03:38:47 UTC
Updated
18 years ago2005-05-01 14:22:01 UTC
Views
4708
Downloads
1030
Comments
19
Rating
5.00 (1)
Reviews
0
full star full star full star full star full star Download (733.93kb)

Pretty much i was messing around with photo shop and was playing with textures. Then suddenly, BOOM i had a map. A few notes is that i found a wierd method of construction that i never knew about before, and it makes texturing easier.

There are actually 4 bomb locations, each spread throughout the large dynamo by the ct spawn. pretty much plant the bomb anywhere in that room and watch the ct's scramble around looking for it.
The T spawn area looks like a miniature AIM_MAP to me... but whatever.

UPDATE: Better fog sprites, humab.wad included

19 Comments

Commented 18 years ago2005-04-30 05:46:22 UTC Comment #7071
So is this HL or CS then?
Commented 18 years ago2005-04-30 09:02:30 UTC Comment #7072
Thats the old Cs cause the textures are not shiny ;)
I like!
Commented 18 years ago2005-04-30 13:25:58 UTC Comment #7073
sorry, had the wrong tag on it.
Yes, it is regular cs, not cs:s.
Commented 18 years ago2005-04-30 20:35:03 UTC Comment #7075
"A few notes is that i found a wierd method of construction that i never knew about before, and it makes texturing easier."

Please share further, for all us learning texturing. :)
Commented 18 years ago2005-04-30 21:38:37 UTC Comment #7078
Amazing textures, amazing brushwork.
Commented 18 years ago2005-04-30 23:48:36 UTC Comment #7079
well, it's kinda something stupid about hammer i never noticed before. but clicking on the clip brush tool icon changes the way it clips the brush. Either auto-deleting one side or the other, or simply splitting the brush in half. This allows you to texture one half of your brush with something different.
EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor. :P
Commented 18 years ago2005-04-30 23:50:32 UTC Comment #7080
blah my grammar sux
If this isn't clear, i could write a tutorial about it or something.
Commented 18 years ago2005-05-01 00:14:25 UTC Comment #7081
Wow, I didn't know the clip brush did that either...very cool!

Ok, for the map, one of your most interesting yet IMO. The subtle fog effects inside were flawless, and the wind tunnel room was also quite amazing. The rest of the map kinda paled in comparison.

One thing I've noticed with a lot of your maps is you tend to stick to a pretty limited palette all the way through. Though this makes the map blend, flow together, and transition better, it's sort of tedious after while IMO.

Maybe an off color hear or there to mix it up??

Overall, really good. Againe, I was blown away by the fog/haze sprites in this map....perfect!
Commented 18 years ago2005-05-01 00:19:45 UTC Comment #7082
Actually, it's the clip tool, not the clip brush tool.

The shortcut for that is to just use Shift+X, which is the shortcut for the clip tool. Use the shortcut twice (assuming you just went into the clip tool) to easily go into the split-brush mode.
Commented 18 years ago2005-05-01 05:55:13 UTC Comment #7091
I'll have to give this a test later, but I don't think I'll be dissapointed, my friend :)
Commented 18 years ago2005-05-01 12:44:56 UTC Comment #7094
thanks for the good feedback and tips!

I figured someone knew about the clip brush thing :)
I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)

I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
Commented 18 years ago2005-05-01 14:38:45 UTC Comment #7095
ok, i made an update.
I also hinted it to reduce r_speeds a little.
Added a new fog sprite that looks better.
Included the wad i used :)
Commented 18 years ago2005-05-01 17:59:09 UTC Comment #7098
I never liked that the clip tool did that, i thought it was just a bug and had to restart my WC to fix it.
Commented 18 years ago2005-05-01 23:50:32 UTC Comment #7099
I can't decide which sprite is better, but they both look pretty damn good. One more comment/suggestion too regarding the 'windy' room. If you put a brush tied to func_illusionary below your feet, perpindicular to the func_convyeyors running up and down, would that eliminate or lessen being able to see the indivudal convyeor brushes?
Commented 18 years ago2005-05-02 07:57:53 UTC Comment #7104
why do you even need conveyer brushes, it would be better to just put a tigger push at foot level for the same effect.

Great job Rimrook, you seem to have a great future in this industy ahead of you
Commented 18 years ago2005-05-02 15:13:16 UTC Comment #7108
i used trig_push to float the player, and used conveyers only for the graphics. I'm not picking up what your puttin down... :(
Commented 18 years ago2005-05-02 22:35:29 UTC Comment #7114
When you walk in walk in the windy room, you can see the seperate brushes of the of the windy conveyor matrix. Sorry if that isn't any clearer, but I don't know how else to say it.

Puting a brush--tied to func_illusionary turned pepindicular to the convyeors and wide enough for the entire room, may hide the gridwork.

It's really a minor thing, just thought it might improve it a little.
Commented 18 years ago2005-07-19 07:49:25 UTC Comment #8159
spammage blows.
**--- (36)
Downloads: 33

o__O
Commented 13 years ago2011-02-24 23:50:04 UTC Comment #18840
Dude this map was awesome though really small. Surprised I never saw it really great work. I had an idea like this before but am not good at making textures. I know this is old work but it was great!

Edit: Goes back 7 years and give's Rim five stars to help balance stupid ratings.

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