Hey there, I'm about to create my very first own surf map. As I'm already screenplaying the surfconcept, I could really need some inputs. This thread will be used to post updates, get feedback and gather ideas of you guys. Here are some short keys of thoughts. Name: surf_fog Tier: 3 Color-Scheme: White, Black, Blue Questions right now: - Am I allowed to use the name surf_fog or shall I take another name in general - Linear or staged? - Any parts of specific surf maps you really like? So I could use similar rails / designs / parts - Bonus stages? - What length (in time) should it have approximately? - Any must-have features you guys wish ? Feel free to post ideas. I've created some normal aim maps already, so I have some experience in hammer, just so you guys know
Features? Bhop. We need something to stand out. Fog, fog everywhere. Like that map everyone hates on Surf Beginner (legend smthg) /s Colorful, nothing too dark or gray like most maps.
Linears are more fun :d I really enjoy the ramps on the "whoknows" maps, especially surf_whoknows2. Dont make the ramps to small. A short bonus (~15 sec would be nice); second bonus even better I would aim for 1 minute, a lot of tier 3 linears have that length and i think thats a reasonable time, not to long, not to short. Pls no anti gravity and long spins ;_;
Started today with creating "something". Prolly won't be the real map, since the rails are way to small but has potential for being a bonus stage. Lightning and textures will be fixed once there's a good route. http://plays.tv/video/55c38e68ecb3ec15ac
I started the main map yesterday, that's how the beginning looks like: If anyone has some knowledge of the Hammer Editor: The Map needs lots of time to compile already, especially when compiling portal flows. I've changed any pillar / abstract wall into func_detail tho, still needs a long time. Anyone has a fix for it?
Using too many of pillars you turned into func_detail might cause very long compiling. I did that once, maybe a bit too much and it resulted a 2 year compile.
holy crap. I'm about to recreate that room and optimizing the skybox. Might help, otherwise imma delete those pillars and make something else. Compiling ~10 minutes just for one room seems crazy.
Update #3 Changelog: - Changed the overall art style due to optimization - deleted the pillars, instead installed a tunnel - optimized lights / textures are giving light now (better compiling time) - added a booster Screenshot: http://i.imgur.com/D8Pm7ny.jpg Videoclip: Plays.tv - Beginning of surf_fog - Surf Mapping Dev #3 #CSGO
Update #4 Changelog: - added more ramps / features - adjusted lightning - progress - detailing Map obviously will get other textures as soon as I have the screenplay. For now, this should work, eventhough it's pretty dark. Videoclip: Beginning of surf_fog - Surf Mapping Dev #4 #CSGO
HUGE Update #5 Changelog: - added more ramps / features - bigger map - adjusted lightning - progress / map finish ex ante - will be changed after testing - detailing - Map will get longer, definitely - Bonus stage inserted Map is ready for beta testing. Prolly gonna have many bugs to fix. Route will be changed, map will be longer, yes. Let's just test it for now. noname is gonna upload it on the testserver, if you wanna give it a try, msg me in steam. Video Clip attached. Videoclip: Beta Test ready! surf_fog - Surf Mapping Dev #5 #CSGO Download if you wanna test it yourself (bhop script advisable): https://www.dropbox.com/s/fv8yp1yq2palpae/surf_montyyy.bsp?dl=0
Okay so, quite early I can tell you that the bit after the glass windows spin is pretty sketchy, you got to have a good ammount of speed to get through the first 2 windows since they are the same level and with that speed it's pretty hard to get down the next two, if you want to keep that section I suggest moving the second downward hole so that you can spin through them
Thanks Tris! I actually spoke to Chewyyy as well and we made some sort of a buglist / possible-change list. Feel free to add anything which comes to your mind: - Changing the part after those two glas walls (might just make a spin instead of those two windows) - bigger bhop plattform after first drop - trigger on last ramp is bugged Do you guys want any specific part to be changed? I really wanted to make a smooth large surfmap, it kinda feels too tight at some point.
Well if you wanted a big smooth one you are just to start over from scratch, let that be the next one Also, would love it if you could make it so you can spin at that first drop, right now you just hug the wall
Small Updatesmall Update #6 Changelog: I'm redesigning the beginning from scratch, making it smoother. This could need some days since I'm still a newbie. Try my best to give updates every few days. As soon as I have something to test, I'll upload it. Gimme like 1-3 days.
Update #6 Changelog: As I already stated above, I'm redesigning the entire map - which doesn't man the old concept will be abolished, yet there will be a massive redesign of any part just for one goal: more smoothness. You'll get the point when you see the clip of the new starting area. The difficulty of the map will be defined by it's smoothness. Let's hope something great emerges.. Videoclip: surf_fog - Surf Mapping Dev #6 #CSGO
Small Update! Couldn't do a video clip, anyways, just a small update, busy days lately. surf_fog Update 2 - Album on Imgur