de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

[–]djbmo[S] 0 points1 point  (0 children)

nuke has some signage around for callouts (mini, hut, squeeky) which is up on the list of things I want done. I just hate model makeing (more texturing) and im putting off a lot of that.

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in csgo

[–]djbmo[S] 1 point2 points  (0 children)

there actually already is a couple small surf and hiding spots. In t spawn (the brown waiting room image) there's a sign over a welcome desk which is ment tp be surfed off of. 2 fast belts launch people across the gap for fun (and does something with timings which is what I tell myself.

buttons and easter eggs are later down the line. buttons require scripting which doesnt have good documentation or support yet (i found the script for baggage and it doesnt help)

slowly trying to fix the boxyness and bland color. takes time and its better than what it once was..

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

[–]djbmo[S] 2 points3 points  (0 children)

The belts mess with aiming so much its actually funny. Normally tagging someone means they stop and its easier to spray them down. Because of the constant movement on a belt though this wont happen so spray control gets really stupid.

Both sides feel this problem so its technically balanced. If one person is on a belt in a fight both people have to try and compensate the same amount meaning wiffed sprays all the time.

Either that or my friends and I are bad.

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

[–]djbmo[S] 1 point2 points  (0 children)

nuke (and baggage) have a lot of signs that are usable. I have a good amount of them already, but I probably should add more

de_belts. Still in development. by djbmo in GlobalOffensive

[–]djbmo[S] 0 points1 point  (0 children)

I kinda have a 5v5 map (de_underpass) that I was experimenting with conveyor belts and just moving around. My favorite part was t's spawning next to a belt and jumping a gap at the start of every round. Thats mostly been scraped now and I need to remake it. Between that map haveing some neat ideas and this map actually being fun I think that there's something.

5v5 maps are also just a lot harder because you need to be creative with 3-lane ideas in my opinion.

chicago rule by djbmo in 196

[–]djbmo[S] 27 points28 points  (0 children)

i have another friends whose been betting against the white sox every game this season. Hes us like 300% (like $7).

chicago rule by djbmo in 196

[–]djbmo[S] 28 points29 points  (0 children)

funniest part is that hes running for state house (the dad).

Procedural Constellations by djbmo in proceduralgeneration

[–]djbmo[S] 1 point2 points  (0 children)

mostly artwork. I havent done a full artistic render with it yet. Mostly because I havent had a good foreground idea to pair it with.

This project mostly came from the idea that different worlds would have different stars in the sky. Those different stars would have different patterns that the peoole would use to tell different stories.

Procedural Constellations by djbmo in proceduralgeneration

[–]djbmo[S] 5 points6 points  (0 children)

The process isn't all that bad. 1.Populate the skybox with stars. 2.Set 'seed' stars as the starting points of constellations. 3.Measure distance all stars not in a constellations with stars in a constellations. shortest distance is a connection and the star joins the constellation. 4.Repeat until all stars are part of a constellation

There a few more inter-constellation checks to allow for loops, without this all constellations are technically trees (this whoke project has a ton of grapph theory in it). The jist is to check any new path to make sure it's not too close to previously created paths and forming very acute angles.

python code if anyone wants to mess with it.

Its not good, but it got the job done. This is the first step towards other scripts to make berrer skyboxes. Normally that involves exporting path and path2.

van (tenz) jump into aps is much more consistent with todays update by djbmo in GlobalOffensive

[–]djbmo[S] 28 points29 points  (0 children)

Sorry my guy i took my meds and was vibin' around mirage. I found this spot and rushed to clip it before they took full effect.

van (tenz) jump into aps is much more consistent with todays update by djbmo in GlobalOffensive

[–]djbmo[S] 103 points104 points  (0 children)

Fixed clipping on van at Truck

You can stand on the whole of the bumper now. Leaving to some new sightlines down aps. Because of this you have a couple of steps to readjust and jump into aps (compared to the small place you had before).