Looking for textureguy for cs1.6[UPDATED Created 15 years ago2009-05-14 08:56:27 UTC by 413X 413X

Created 15 years ago2009-05-14 08:56:27 UTC by 413X 413X

Posted 15 years ago2009-05-14 09:01:54 UTC Post #266927
Yes, i came out abit too strong about things earlier, so I decided to make a entire new thead about this.

Begrip gaming ( http://www.begrip-gaming.com/ ), a wellknown swedish CS-team, not the best but in the top teams in sweden. Wants a new counter-strike map that can be played for clanwars. The goal with this map is to get is as popular as maps as new maps as cpl_mill and hopefully even standard maps as de_inferno.

This entire thing is sponsored by Steelseries ( http://www.steelseries.com/ ). However, there will only be cash in this if the map is good enough so that steelseries want to get in on this. But Begrip is in on this too so we have their full support. That includes clanwars, with or without pro clans playing the map, servers, tournaments with the map to get more people involved (with prizes if we choose to).

The map is under construktion, but you can see the map by downloading it from here: http://data.fuskbugg.se/skalman01/de_v022.rar

On this note, the map is construked now so that the routes is of the most importans. Details isn't really something that is on focus since we can't make it look good without our new textures.

Also, i think it's better to see this ingame and not in pictures since their aren't alot of "eyecandy" to this.

We had earlier 2 guys working on this, and got the understanding as in what people pretty much wrote in the earlier thread. We want this to be good, and we hope you as a texturemaker want this as much as we do. Again, it might be money in this but don't do this only for the money. And when we are talking about money, it will be around 200-300 euro for the texture creator if this is the case.

I will not go into too many details about the accual scenario in this map here, but it will be explained when you are on board. But the map location is in a city, and the computers on the bombsites are computerservers. That might get you a clue what we are up too.

Other good things about you is knowledge in valve hammer editor, so you accually know how to get your texture ingame and see if it works along with the map and it's scenario. If you are dedicated and wants to make details and have opinions, it is most welcome.

Who am i then?

My nick is 413X. Me as the same with Begrip-gaming is swedish. I've been playing CS alot and was really good a couple of years ago, so i have CS mind in this. I've created a bunch of maps earlier. These are a few, not going to post all of them, but these are the biggest and best i think. Because i think we all have created brainhard maps, and made tons of aim maps.

de_deserthouse
http://data.fuskbugg.se/skalman01/de_deserthouse.rar

I brought Deathrun into cs1.6 from CS:S
http://data.fuskbugg.se/skalman01/deathrun_413X.rar
So this is the a map package with the following maps:
deathrun_extreme
deathrun_impossible
deathrun_insane
deathrun_nightmare
deathrun_train

I don't know what more to take up here. If there are any questions about anything, ask them.

And if you are intrested you can email me at: agrah@kth.se
Posted 15 years ago2009-05-14 09:45:37 UTC Post #266928
Well now, thanks for a proper explanation. :)

The map itself, however, seems to be in an extremely poor visual state at the moment. Combined with the at best average quality of your previous maps, personally that wouldn't be enough to get me interested. Also, 200-300 eu is quite a sum for a simple texture job. The map doesn't seem too complex - it's pretty weird you're giving away that much.

Anywho, good luck with finding the man for your job.

EDIT: And is that srry's Honda prefab you're using?
Daubster DaubsterVault Dweller
Posted 15 years ago2009-05-14 10:48:36 UTC Post #266929
It is the Honda prefab, it is just there to "mark up" to have a car there. Will be removed, with a custom car :P

edit1;

the visual state of the deathrun maps.. Well, let me say that no one care about that in deathrun, it is the entity problems that is key thing there. If you want eyecandy, it is de_deserthouse. If that isn't enough, too bad.
Posted 15 years ago2009-05-14 11:48:47 UTC Post #266931
If you want eyecandy, it is de_deserthouse.
It takes more than simple eye candy to make good architecture. Aesthetics, coherence and functionality are key, which deserthouse mostly lacked.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-05-14 13:02:25 UTC Post #266933
Yes, well.. This subject is getting off topic now especially since the goal for the map wasn't 16vs16 play. It was designed for LAN parties in which the maximum player was around 8-10 people. Also in which you could play around in the dark in a pretty huge map. But again, if you didn't like.. too bad.
Posted 15 years ago2009-05-14 16:04:32 UTC Post #266937
Much better way to do it. I'm not good at textures though.
Notewell NotewellGIASFELFEBREHBER
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