CS:GO mapping - new* maps

Like such as the NIPPER
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Re: CS:GO mapping - new* maps

Post by Django » Sun Mar 02, 2014 5:08 pm

what bout some Hanuka maps nipper
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Re: CS:GO mapping - new* maps

Post by NIPPER » Wed Mar 05, 2014 5:25 pm

ggg wrote:its actually illegal in nippers state to make xmas maps when its not xmas time
it's also illegal to play them outside of December
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Re: CS:GO mapping - new* maps

Post by AMMO » Thu Apr 03, 2014 5:52 pm

So I assume there are no servers playing these, just like in Source?
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Re: CS:GO mapping - new* maps

Post by NIPPER » Fri Apr 04, 2014 2:58 pm

Yeah probably.
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Re: CS:GO mapping - new* maps

Post by AMMO » Fri Apr 04, 2014 5:26 pm

It would be cool to get 10 j2ers together for some competitive rounds on these maps. Although it seems like that might be pretty difficult these days. :cry:
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Re: CS:GO mapping - new* maps

Post by KoD » Wed Apr 09, 2014 8:44 pm

i'd be down for a j2 counter-strike anything
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Re: CS:GO mapping - new* maps

Post by AMMO » Sat Apr 19, 2014 12:45 pm

So NIPPER, what's the deal with porting CS:S maps to GO? Is it just a matter of replacing textures?
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Re: CS:GO mapping - new* maps

Post by NIPPER » Sat Apr 19, 2014 5:25 pm

and props, plus if you did anything out of the ordinary entity-wise it probably needs to be fixed too

Also don't forget to bspzip the mapname.cache in csgo/maps/soundcache if you have custom sounds.
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Re: CS:GO mapping - new* maps

Post by AMMO » Sat Apr 19, 2014 5:30 pm

Got it.

Any plans for more ports? I would love livehouse or deadhouse.
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Re: CS:GO mapping - new* maps

Post by ggg » Sat Apr 19, 2014 9:04 pm

NIPPER wrote:Also don't forget to bspzip the mapname.cache in csgo/maps/soundcache if you have custom sounds.
On the topic of bspzip, make sure the nav file is last. Whenever I bspzipped anything the nav file would corrupt all other files that came after it.
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Re: CS:GO mapping - new* maps

Post by KoD » Sat Apr 19, 2014 9:06 pm

Can't even get the SDK to work. Perhaps I have to update hl2:ep1, ep2, source sdk base 2006/2007...
I don't see why, but I suppose it's worth a try. I certainly have everything configured correctly.

I am looking at the list of entities and really want to play around with these
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Re: CS:GO mapping - new* maps

Post by NIPPER » Sun Apr 20, 2014 6:47 pm

I don't even think you need to bspzip the nav if you're uploading to the steam workshop. I think it automatically takes the nav file with the map for you, or something.. I forgot how it worked but I'm pretty sure I never bspzipped my nav files for my CS:GO maps on the workshop.
AMMO wrote:Any plans for more ports? I would love livehouse or deadhouse.
I'm hoping I'll have some time this summer.
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Re: CS:GO mapping - new* maps

Post by 510 Baud One » Sun Jul 27, 2014 4:17 pm

NIPPER wrote:I don't even think you need to bspzip the nav if you're uploading to the steam workshop. I think it automatically takes the nav file with the map for you, or something.. I forgot how it worked but I'm pretty sure I never bspzipped my nav files for my CS:GO maps on the workshop.
AMMO wrote:Any plans for more ports? I would love livehouse or deadhouse.
I'm hoping I'll have some time this summer.
We are in summahhh! : )

Jjjjjust checking.... if not, there is always fall/winter (xmas maps)
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Re: CS:GO mapping - new* maps

Post by NIPPER » Sun Jul 27, 2014 9:08 pm

Keep an eye on my workshop, I've already posted four more CS:S map ports and have more in the works: http://steamcommunity.com/id/nipper/myworkshopfiles/
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Re: CS:GO mapping - new* maps

Post by NIPPER » Sat Sep 13, 2014 11:32 am

Hey I just made two all new* maps for CS, which I haven't done since 2008. So uhh check these out

pistoltron / tasertron - http://steamcommunity.com/sharedfiles/f ... =304730850
A gimmick map that is sort of a remake of a really old 1.6 map but I made this from the ground up so I consider it new

and

cs_gonehome - http://steamcommunity.com/sharedfiles/f ... =312102481
A recreation of the house from Gone Home!
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