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 Post subject: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 1:02 pm 
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Joined: Tue Mar 19, 2002 8:49 pm
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OFFICIAL SERVER RUNNING THESE MAPS IS AT NIPPER.JOE.TO (216.224.117.11)

I've officially just begun my next big abstract CS:S map and while it won't be done for a long long time I figured it is never to early to make the announcement that...

The j2 super awesome happy fun abstract CS:S mappack is go for launch and or lunch!

Same rules apply as the last one so read this thread if you don't know whats up: viewtopic.php?p=557858

Keep in mind these need to be bigger, more unique, crazier, and just overall better than the last abstract mappack! More easter eggs more explosions more custom textures more music more vague references to things that nobody will understand but you etc etc etc.


The "due date" is sometime early summer. Or whenever we're all done whatever comes first.

So what say ye? Who of you will stand up to this challenge?

Also did anyone notice this in hammer?
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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 4:29 pm 
 KoD [@at] joe . to
 <b>KoD</b> <i>[@at]</i> <u>joe</u> . to
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Joined: Fri Jul 30, 2004 2:48 pm
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I'll get started on this one right away!


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 4:42 pm 
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Joined: Mon Oct 24, 2005 12:47 pm
Posts: 2948
Location: The haunted Hang Castle
Yaaaah! I wasn't finished with my space station map yet! Ah well I was tired of mapping it anyways, I guess a break is okay. I'll map the crazy map and then Ill finish the space station :D

Just one favor please: give us HEAPS of time. Remember that I map slowly because I don't have lots of time and I want this one to be the craziest shit in the history of Dr.Boo's crazy shit.
I suppose there is no due date yet, but I'm talking about several months if possible. I have many ideas, but no idea for a map lay out yet and I'm gonna need to make some textures myself.

But of course, I'm in big time... just hope we really have plenty of time to do this.

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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 7:22 pm 
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Joined: Sun Aug 05, 2007 11:31 pm
Posts: 279
Location: Minnesota, US
cant wait this will be good

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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 7:30 pm 
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Joined: Fri Apr 06, 2007 9:35 pm
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Location: The Belafonte
I accept your challenge, NIPPER!


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sat Mar 22, 2008 8:27 pm 
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Dr.Boo wrote:
But of course, I'm in big time... just hope we really have plenty of time to do this.

We will. Think end of June / early July for release date.


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 12:29 am 
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Joined: Tue Oct 14, 2003 7:56 pm
Posts: 5872
Location: distant shores
Sweet. I'm totally ready for this. MRGRIM, NEW LOGO BITCH.

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"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 12:30 am 
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Location: distant shores
NIPPER wrote:
Also did anyone notice this in hammer?
Image

Shiggity shiggity shwa!?

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"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 12:13 pm 
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Joined: Mon Oct 24, 2005 12:47 pm
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Location: The haunted Hang Castle
I already have a name for my map. I'm not gonna say what it is, but it ends on hhh :)

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joe wrote:
what's it like, being stupid? try to describe it for us please


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 2:10 pm 
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Joined: Thu Jun 28, 2007 10:37 pm
Posts: 1082
Location: Seattle area
where do you guys get all your custom textures from?

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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 2:54 pm 
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We make them sorta.

I've been taking photos of mine and running them through the autoseamer: http://www.texturemaker.com/ and doing the rest in photoshop. Not very good for realistic textures but who needs realistic in an abstract map

Some other helpful stuff:
view vtf thumbnails in windows xp: http://www.fpsbanana.com/tools/208
vtf plugin for photoshop: http://www.fpsbanana.com/tools/222

boo makes his own from scratch somehow


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 4:11 pm 
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Location: The haunted Hang Castle
Yeah I make my textures myself with photoshop. However, for this map I'm not gonna make highly detailed textures. The advantage of an abstract map is that the textures don't have to look all too realistic (no need to add dirt on metal, cracks in bricks, etc) I put a lot more time and effort in making textures for maps like de_hangcastle_s, my upcoming space station, etc than on an abstract map like the one I'm working on now.

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joe wrote:
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 Post subject: Re: Abstract Mappack 2008
PostPosted: Sun Mar 23, 2008 5:10 pm 
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I'm still in the "brainstorming ideas" phase.


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Mon Mar 24, 2008 4:12 am 
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Guys, by the way, if you'd like me to create a texture for you don't hesitate to ask. Just don't ask my something super detailed that looks very realistic because it would take more time to do that and I have to create textures for my own too :)

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joe wrote:
what's it like, being stupid? try to describe it for us please


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 Post subject: Re: Abstract Mappack 2008
PostPosted: Mon Mar 24, 2008 2:51 pm 
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Joined: Thu Apr 29, 2004 10:37 am
Posts: 1142
Location: California
Awesome! I've been working on my abstract map for off-and-on about a month, now. So, I have quite the leg-up on this one. Since the pack is now officially announced, i'll post some screenshots of what I got. Unlike my usual nature, i'm not going to show or talk about any secret stuff. I will, however, give a hint on how i'll implement them: think "blahhh".

Okay, screenshot time! This isn't from my most recent compile, so a few rooms I have recently added will be absent. Click for bigger version.

de_absurdity

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CT Spawn. Purple cliffs, red grass and trees growing out of the road and building? Crazy, I say!

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Bombsite A. Those Terrorist scum have discovered a cache of the dreaded RickRoll virus, and plan on releasing it to the universe!

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Bombsite B. Those evil Terrorists want to blow up the priceless abstract artworks that are unexplainably responsible for keeping the entire dimension in check. So like, stop them from exploding!

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A tree growing inside of a house with black and white textures? The hell, you say!

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Crazy skulls orbiting the other skull. Hard to capture in a 2D image.

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This room was a last-minute idea, as I was desperate to think up a room to put there, since all my other ideas sucked.

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Showing some love for Audiosurf.

And finally, i'm sure this room will look familiar to at least one of you:

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T Spawn. Every custom texture re-created entirely by me in photoshop, except for the "dancefloor".

I've been having some net problems, which prevented me from logging in to Steam, so I couldn't work on it this weekend. It's fixed now, so i'll squeeze in a couple hours of work before I head off to class tonight.

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