de_109

Counter-Strike CS
de_109 by zeeba-G
Posted 4 weeks ago2020-12-24 19:59:08 UTC • Completed • Counter-Strike
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Name
de_109
By
zeeba-G zeeba-G
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP
Created
4 weeks ago2020-12-24 19:59:08 UTC
Updated
4 weeks ago2020-12-24 19:59:08 UTC
Views
243
Downloads
24
Comments
6
Reviews
0
Download (Hosted Externally)

A huge recreation of a cabin my family used to own for Jessie's TWHL func_vehicle cs map jam that's coming up soon.

6 Comments

Commented 3 weeks ago2020-12-28 09:45:56 UTC Comment #103155
That looks very lovely although try to hide the map edges better.. A few hills & rocks.. Perhaps a textured forest etc.
Commented 3 weeks ago2020-12-28 20:35:17 UTC Comment #103156
People always comment on fixing the edges when I don't hide them. :) Honestly maybe I could just make a skybox that blends the edges. I'd do trees like my last map but for such a huge map, it might not be ideal because I don't want players camping on the perimeter. Dang, there's a perfect skybox I should have used now that I think of it.
Commented 3 weeks ago2020-12-29 17:53:00 UTC Comment #103157
You should try to create your skybox as brushes directly in the map, and then convert it to a single model.
Commented 3 weeks ago2020-12-29 20:17:43 UTC Comment #103158
You mean, map the perimeter geometry, then use that as a reference in blender and model it? Is there a way to export .rmf or .bsp to blender?
Commented 3 weeks ago2020-12-30 00:20:45 UTC Comment #103159
Yeah, just map it like you would do if it was a part of the map, then keep only the part you want as the skybox and save it as another .rmf/.jmf.
Compile it with at least one light or one info_player_start/deathmatch anywhere in the map, and lastly open it with Crafty/Object Viewer and export it as .obj. From that you can import it in whatever modeling program you use, fix all the stuff you want to fix or add and compile it. :crowbar:

Just keep in mind that the .obj will be rotated 90° in the modeling program, and you should pay attention to the model's origin placement in the map so that it receives light, otherwise it'll be pitch black.
Commented 3 weeks ago2021-01-02 00:42:15 UTC Comment #103171

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