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awp_fortalices

August 31, 2009

Well, I decided to make an ‘awp’ map just for fun. This map is pretty much geared for CS:S, so I have no doubt that it has CS:S textures. I don’t think it would be very fun in GMOD anyways.

Here’s some screenies. It isn’t a really sexy map, but I just made it for fun and trying out new architectural styles.

awp_fortalices Overview

awp_fortalices Overview

awp_fortalices - Some sniping spots

awp_fortalices - Some sniping spots

awp_fortalices - Whatever

awp_fortalices - Whatever

So yeah, you can download it and flame me here:

Awp_fortalices – FPSBanana

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Mapping Tips

August 28, 2009

I need some content for this blog, so I’m making a list of tips for newcomers to mapping.

– NEVER EVER TURN OFF THE GRID OR I WILL COME FIND AND KILL YOU!
– Try to keep most blocks to a 64 or 32 grid size.
– Computers really like powers of two (4, 8, 16, 32, 64, 128, 256, etc.), it is much easier to compute for them. Keep this in mind while mapping (it’s kinda like how 100+100=200 is easier to figure out than 116+323=439 for us)
– Tie anything not of the main architecture to a func_detail. DO NOT tie all of it to ONE func_detail. Make a lot of small func_details.
– Group walls/floors. Say you need a hole in the middle of the floor, make the blocks you need and group them as if it was one floor without the hole.
– NEVER EVER USE CARVE. EVER. YOU WILL NEVER NEED THIS EVER.
– Instead of carve, learn to use the clip tool and vertex manipulator efficiently to create the shape you want.
– Always light every map. Light it well. Nobody likes fullbright.
– Spend time with your maps. Maps should AT LEAST take a week or two.
– Never ever release your first map. I don’t care how proud you are of it. It sucks. Trust me. Don’t release ANY maps until you have lots of practice, and know how to use tools like displacements and decals.
– THIS SITE IS YOUR FRIEND:
http://developer.valvesoftware.com/wiki/Hammer

– Leaks are very bad. Check your map by compiling just the BSP portion (make sure you have at least one entity in your map) to see if you have any leaks. If you have the line ‘***leaked***’ in your compile log, check out the leak article in the developer wiki to see how to fix it. Leaks will only cause problems.

If you guys enjoy these tips, I’ll write up some more.

Also, join the [dt] Steam group!

gm_ultrahill_v2 – now up for download!

August 22, 2009

Well, I decided to finish it all last night and voila, the final map is released!
You can download it here:

GM_ultrahill_v2 super-secret preview!

August 21, 2009

This blog pretty much needs some content to compliment it’s awesomeness, so I figured I should post some pictures of what I’ve been working on for the past two or so weeks.

GM_ultrahill_v2 will have tons of useless features, including but not limited to:

-Useless buildings
-A useless runway
-A useless small underground building
– Useless custom blended displacement textures
– Useless custom skybox

Here’s some screenies for you:

I still have to finish the bottom construction area and the 3D skybox, but so far it’s looking pretty good!

Why hello there!

August 19, 2009

Hello you people you, and welcome to the world of [duckytopia], where we rip off certain TV channel’s logos!

I make stuff with Hammer, and I’m also trying to get into Source machinima. I doubt that will get anywhere, but hey, it’s worth a shot.

You may know me from such populars maps as gm_ultrahill and gm_flatwater2009. I can assure you that gm_ultrahill_v2 is in the works and almost done. In fact, I’m procrastinating right now by making this pointless blog.

I hope you enjoy this blog more than I will enjoy updating it!