WIP de_golf

Reveal what you have made so far and get feedback on development.

Postby Cr4ig on Mon Feb 14, 2005 11:12 pm

big improvement
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Postby holy_cheese on Tue Feb 15, 2005 7:16 am

i think the main improvement is more because of the use of rad, i don't really see too much different about the brush work, other than the tree's are how they're supposed to be now. it looks good, your like a one man map factory.
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Postby slayera on Wed Mar 30, 2005 2:51 am

There have been no updates, 1 cause I have to move and 2 I have been modeling some trees instead of displacement maps ones. Here are 4 good working trees, mushrooms(from a never use cs 1.3 project), and one golf ball. The ball is hard to see unless your up close. I still need to model some clubs, again instead of d-mapping them. These are far from perfect tree because of quick method I used to skin them. I am try to put the finishing touches on the map so I can submit for the contest. Feedback welcome.

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AFTER the contest I will see about asking blink to host some of these tree models for others. If you want to know I using treedo.exe, truespace4, and milkshape to make these trees. I am mainly using ts4 to exmine the trees and convert them for use in milkshape, since treedo only puts out .cob file. BTW, this is not the de_golf map, this is just test box for models before I use them in de_golf.
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Postby YokaI on Wed Mar 30, 2005 3:34 am

map realeased? your like the new master of mapping :-D

screw nipper, your the king

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Postby Dead-Inside on Wed Mar 30, 2005 10:55 am

I think at least one BIG tree would be in order. Else I have a feeling it'll look bland.
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Postby Cr4ig on Wed Mar 30, 2005 4:33 pm

Good idea about offering tree models for hosting. There is a lack of tree models that actually have a skin with green leaves (infact I don't think there is any).
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Postby YokaI on Thu Mar 31, 2005 12:26 am

If interlopers allowed Free Models (with the acception of making players put the players texture in/having permision to use) i would totaly start making models :lol:
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WIP de_golf - beta ready for testing / need testers.

Postby slayera on Thu Mar 31, 2005 1:38 am

Here it is. Please download and test for me please. As an added bonus if you do you will get 6 trees models. 2 with different bark, 2 with different bark and size, and 2 others. The link is good for 25 downloads or 7 day. I should have it hosted on csm2.net in a few days. So if it runs out just post here and I will re-upload. I have to submit this on the 1st for the contest I am entering, so I am looking for feedback tonight and tomorrow and if I have to recompile I need to leave myself enough time. I will be running a decated server at 216.146.102.211 for about 6 players for tonight and maybe some of tomorrow. I may pop in from time to time to check it out. This map is not bot ready and has no nav file, but that could change. Feed back is welcome. NO the carts are not drivable, there are static. This still in beta and is subject to change.

Special thanks to interlopers.net, http://www.yousentit.com and imageshack.us.

http://s26.yousendit.com/d.aspx?id=1S5V ... O73MIM4Y2M


Screen shots.

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Postby YokaI on Thu Mar 31, 2005 2:03 am

all good...

Exept the arch on the white wall exit things have a little gap (this is the one by the lodge)

and, dont know how you didnt notice, framerate was horrible :lol: cut down on some of those POLYs

(only bad when facing certain direction, make sure the is nothing sticking outside sky box or something x.x
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Postby slayera on Thu Mar 31, 2005 4:38 am

I think there is, I poked in the vmf using notepad and I saw textures listed on displacement maps that I deleled, but could not find the textures any where in the editor. I did a replace texture and it replace 200 and something. Also try this for me, play with all your video ettings turned up, except for antialiasing to x2. I was using my lowest settings for online play, but I turned up to get screen shots and the frame rate seemed better. I think my card was having a hard time with the lower res textures.
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Postby slayera on Sat Apr 09, 2005 6:47 pm

Just an update so far.

Remove the skybox, due not matching the displacement maps in the map, found too many spots you could see through. Put d-maps in the map in where the holes for the skybox were.

Fixed the cart path with vertex manip or covered by raising a d-map.

Added trim to the out side of the club house.

Fixed up the caddy shack on a couple of textures as to not look as ran down. Retextured the outside to match the rest of the club house. Reworked a couple of brushes to look better.

Fixed nodraw texture see thur areas by retexturing.

Removed a very costly tree, too many faces.

Corrected some clip boxes. Changed some areas where the player could get stuck.

Reworked the lake egdes to make is easier to get out of the water and made it more obvious to where the player cannot get out at. Added a club and some balls in the bottom of the lake.

Built a good working tree with hull. Still need to fix the others. I probably end up with 4 good working trees.

Added a credits/ easter egg logo.

Copied and pasted map into a new file due extra content in the vmf file. Cut down on vmf and bsp file size by a few k.

Created a small bush model, not shown.

Made easier to tell where the bomb sites are located. Included more signage on cart path to tell which direction to go for A or B.

Reworked the bricktop wall texture in seams editor to match better. It was a little off and out of alignment.

Created a physic golfballs, 2 physic clubs - a wood and iron. a physics golf bag with 3 skin colors, black, red and yellow. see below, iron shown to the left.

The bags look a little funky, but you can tell what they are. I used a real bag texture, I may reskin before the final release if can find something else before then. I do need reskin the wheels, the bottoms are gray where they ran over in to the next texture.

The balls when shot fly for days. I would like have to have them drop in the cup, but that means cutting holes in the d-map and I don't think I want to do that. Might spend a little more time on that to see if I can get it to work.

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May add hole numbers to the flags.

Need to add some soundscapes for bird calls and nature sounds.

I still have a few minor details to work out and then I will post a beta for testing and feedback in few more days. Thanks to everyone who has tested or given feedback so far.
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Postby Radio_Active on Sat Apr 09, 2005 7:33 pm

That looks damn good slayera, I'll give it a test for you right now :)

(if the download hadn't already run out)
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Postby slayera on Sat Apr 09, 2005 7:52 pm

The link is only good for 7 days or 25 downloads. It's a good way to limit downloads for beta testing. I will have something up in a few days and will post here again when ready. Thanks for asking.
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Postby smeerkat on Sat Apr 09, 2005 8:22 pm

I love this idea. Can't wait to download the final release. :)
über dumpling.
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Postby Games on Thu Apr 14, 2005 8:33 pm

This map looks great,nice and original !!!

i got my own public cs source server 20slots so if you need to get it tested online for gameplay and bugs i would love to run it on my server 8)
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