GG_Crash_Accident

A Map for Counter-Strike: Source

Attention Gamer! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending Lala14 points.
  • Post: Give Lala14 your thoughts on this Map.
  • Vote: Help Lala14 win the Monthly Awards.
  • Rate: Give this Map a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Map.
  • Watch: Get notified when this Map is updated.
Mascot

Join the community!

Sign up

Already a Bananite? Login

First map, put a lot of time into it and has been tested by other people

Put this into cstrike folder, the reason it does not go into maps instead is because I have added sounds so you have to put it in cstrike or if you want you can check what's in it :D If your running a server then you do the same or for some reason its incorrect put it in manually If there are any bugs/ideas post them below :) ~Lala

Files

Posts

  • 5y
    Masked Mapper avatar
    Member Joined 10y
    1,217 points Ranked 3922nd
    8 medals 1 rare
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    > **Posted by Lala14**

    > > **Posted by Starving Hobo**
    >
    > > Hi here's my critique of the map, good for a first time effort. If you fix these things you could definitely make the map above average (I rated it below 5 as at the moment I don't think it is ready for release). Sorry for the tl;dr, maybe skim read it? ;)
    > >
    > > Okay. First off, you should work on making the spawn buildings way more detailed. Sometimes it is good to work on the separate parts of the map in a new Hammer file, at least that's what I do... I get the dimensions of what I need to make, then build it in a different Hammer file? Why...? Well for me personally, having it in a fresh file makes me concentrate far more on that specific part of the map and as a result I end up making it way more detailed and interesting.
    > >
    > > I would do the same for your spawns... Copy and paste the roof across to a new file so you know the dimensions, then work on trying to make a really nice looking building. This part isn't critical for the ratings, but I mean, you should always make everything you do look as good as possible... So yes, add far more detail... Pipes, wires and generators, foundations for the buildings (basically just a trim texture)... I mean, what buildings do you know that are just a square block, with square blocks cut out for windows? VERY, VERY FEW! Window frames? Door frames? Even bunkers tend to have the cutout parts slightly rounded on the sides... Then add more things you can think of... Ventilation systems? Railings? You get the point, it's definitely possible to add a lot more detail to a simple block structure.
    > >
    > > Like I said that's not THAT important for making the map ready for release, but you should do it. What is more important is that the back walls don't actually touch the ceiling, which looks kinda bad. Just drag those walls on both sides higher so it meets with the ceiling. Also add lights to the inside... So get a light prop you want to use, and learn how to use light_spotlight, light (well everyone knows how to use this one to be fair), and env_sprite... Using the env_sprite on your lites to add the glow effect will give it a very professional look. If you want, you can decompile some of the official maps and look at how they have made their lights (use GCFScape to extract the maps from counterstrike_shared or whatever it's called in Steamapps... Then use Vmex to decompile giving you a VMF of the map)...
    > >
    > > Remove the ash precipitation as it doesn't work, straight up... I think snowfall might work if you change the colour to black, but I'm not 100% sure, give it a go...
    > >
    > > Where the cement bags are, move them closer together because there are gaps between each one so you can get shot whilst moving along the wall. I actually like the design for GG I think it could work well coming up taking a few shots and ducking again, or rushing across... What I would do is move the cement bags at the side a bit closer to the ones at spawn, because they're quite far apart, means if you were to try to run from one set of bags to the next, you're almost definitely going to get shot.
    > >
    > > Also it's hard to get out of spawn without getting shot because the floor is raised, so even if you crouch the opposing side can see your head over the bags and headshot you as you come out. Maybe slant the floor down at spawn where the exit is so you can get out easier?
    > >
    > > The siren was cool, how about using a logic_timer with a random time setting to make it happen more often? Maybe you did do that but I only heard it once lol...
    > >
    > > The fog is not very nice, I think you should remove it... And importantly, make a wall around your map. The "looks like you can walk off the edge of the Earth" effect isn't ever nice. Even if you put a gate on one side in the distance so it looks plausible that the cars could have got in there... Just put a wall around it.
    > >
    > > Adjust the fire entities, there are too many flames, remove the flame from the car on the side of the stacked ones in my opinion, and add an ambient_generic to play burning sounds in that area. Because of CS:S glitches you might have to use a logic_auto to play the sound OnMapSpawn because if you untick "Starts Silent" and "Is NOT Looped" flags it seems to never play...
    > >
    > > Change the skybox to something nicer, the default one is disgusting. You can change the skybox texture in Map > Map Properties... Because you are knew I'm going to tell you something that will have you jumping for joy when you see the results... Decompile cs_militia, open it up, copy the light_environment, env_sun, shadow_control (?) and fog_controller entities to your map... Change your skybox texture to be the cs_militia one... Add cubemaps and compile in HDR. Will look instantly good hahaha... Though if the bright sunny effect isn't what you're going for, copy and paste the same entities from cs_office and use the office skybox.
    > >
    > > That's all I can think of, I hope that you will continue improving the map and re-release it in a finely tuned state. Little tip, with props, if they don't appear in the game, they probably aren't compatible with the entity type you selected. EVERYTHING is compatible with prop_dynamic_override, so if you use a prop_static and it doesn't appear, just make it a dynamic_override. There's a site called Interlopers, you can paste your compile log into their error checker (Google for "Interlopers error checker"), if you notice any issues with the map, for example, it's not compiling, props aren't showing, lights aren't working... Just copy the compile log and paste it into there, it will pick up on all the errors and tell you what is wrong with the map.
    > >
    > > Decompiling maps is REALLY helpful for learning. You can see how professionals create windows and things like that, then try to replicate the same thing yourself. Also you will see some novel uses of textures. In texture browser there are some things you just think "wtf is that used for?" then you randomly find it in an official map and go "OOOOOHHHHH! It's for THAT thing!"... Good luck!
    > >
    > > ...
    > >
    > > P.S. just found your secret tunnel almost had an epileptic fit hahaha, remove that light! That flicker has very limited purposes and typically only in small spaces or rooms with other FUNCTIONING lights. And nobody wants to crouch walk that far I'm afraid... It took me AGES to get from one side to the other. If it's turbo gungame somebody has probably already reached nade level by the time it takes you to get across hahaha... Make it so you can walk across. I feel really harsh for rating a 4 :( sorry... But most first time mappers would get a 1.0 so y'know... Some people map for YEARS and still struggle to make something worthy of a 7.
    >
    > I've actually read the entire post and its been very helpful and I will try to do most of the things to the map as soon as I get home. Most of the things you told me I actually didn't know so thank you for telling me! :) I'll probably go ahead and decompile cs_office's sky texture and as for the road how it ends very shortly I think I'll just add a skybox in and add the roads in the sky box also the skybox its as far in as possible so I'm not sure on how to make it not looks like you can fall out of the map, any tips?
    > Overall your post was very helpful and probably will help me put a lot so thank you!

    Well, there are a lot of things you can do to stop the "looks like you can fall out of the map" effect... You just need to block the player's view at a certain point... For example, put a wall around the map, which is the simple way... So that they can't see over it even when they jump. Alternatively if you want to get advanced, this is what most of the official maps do... You'll want to make a 3D skybox with hills around the side.

    What you should do is make the road rounded, and make it go around a wall so the player can't see that it ends, giving the effect that the road is continuous...

    But yeah for a first time mapper you might as well just go with a simple wall around the map unless you are willing to put in the effort to making something advanced...

    You don't need to decompile the office texture, you already have them... Just go to map > map properties and where it says "Skybox Name" (I think it says that) you write whatever the cs_office one says. I THINK it's just "office" without the quotation marks but don't take my word on that. But you _will_ want to decompile the BSP file (which you take from the GCF) so you can copy the entities I mentioned and place them into your map.

    If you need any more mapping advice I'm always happy to answer questions etc, I'll add you on Steam if you like... Or you can message me on here if you have more questions at another time... Though I must say I don't come on here very often. Glad you found my post helpful :)

    4/10

  • 5y
    Lala14 avatar
    Lala14 Offline
    Member Joined 5y
    532 points Ranked 8425th
    > **Posted by Starving Hobo**

    > Hi here's my critique of the map, good for a first time effort. If you fix these things you could definitely make the map above average (I rated it below 5 as at the moment I don't think it is ready for release). Sorry for the tl;dr, maybe skim read it? ;)
    >
    > Okay. First off, you should work on making the spawn buildings way more detailed. Sometimes it is good to work on the separate parts of the map in a new Hammer file, at least that's what I do... I get the dimensions of what I need to make, then build it in a different Hammer file? Why...? Well for me personally, having it in a fresh file makes me concentrate far more on that specific part of the map and as a result I end up making it way more detailed and interesting.
    >
    > I would do the same for your spawns... Copy and paste the roof across to a new file so you know the dimensions, then work on trying to make a really nice looking building. This part isn't critical for the ratings, but I mean, you should always make everything you do look as good as possible... So yes, add far more detail... Pipes, wires and generators, foundations for the buildings (basically just a trim texture)... I mean, what buildings do you know that are just a square block, with square blocks cut out for windows? VERY, VERY FEW! Window frames? Door frames? Even bunkers tend to have the cutout parts slightly rounded on the sides... Then add more things you can think of... Ventilation systems? Railings? You get the point, it's definitely possible to add a lot more detail to a simple block structure.
    >
    > Like I said that's not THAT important for making the map ready for release, but you should do it. What is more important is that the back walls don't actually touch the ceiling, which looks kinda bad. Just drag those walls on both sides higher so it meets with the ceiling. Also add lights to the inside... So get a light prop you want to use, and learn how to use light_spotlight, light (well everyone knows how to use this one to be fair), and env_sprite... Using the env_sprite on your lites to add the glow effect will give it a very professional look. If you want, you can decompile some of the official maps and look at how they have made their lights (use GCFScape to extract the maps from counterstrike_shared or whatever it's called in Steamapps... Then use Vmex to decompile giving you a VMF of the map)...
    >
    > Remove the ash precipitation as it doesn't work, straight up... I think snowfall might work if you change the colour to black, but I'm not 100% sure, give it a go...
    >
    > Where the cement bags are, move them closer together because there are gaps between each one so you can get shot whilst moving along the wall. I actually like the design for GG I think it could work well coming up taking a few shots and ducking again, or rushing across... What I would do is move the cement bags at the side a bit closer to the ones at spawn, because they're quite far apart, means if you were to try to run from one set of bags to the next, you're almost definitely going to get shot.
    >
    > Also it's hard to get out of spawn without getting shot because the floor is raised, so even if you crouch the opposing side can see your head over the bags and headshot you as you come out. Maybe slant the floor down at spawn where the exit is so you can get out easier?
    >
    > The siren was cool, how about using a logic_timer with a random time setting to make it happen more often? Maybe you did do that but I only heard it once lol...
    >
    > The fog is not very nice, I think you should remove it... And importantly, make a wall around your map. The "looks like you can walk off the edge of the Earth" effect isn't ever nice. Even if you put a gate on one side in the distance so it looks plausible that the cars could have got in there... Just put a wall around it.
    >
    > Adjust the fire entities, there are too many flames, remove the flame from the car on the side of the stacked ones in my opinion, and add an ambient_generic to play burning sounds in that area. Because of CS:S glitches you might have to use a logic_auto to play the sound OnMapSpawn because if you untick "Starts Silent" and "Is NOT Looped" flags it seems to never play...
    >
    > Change the skybox to something nicer, the default one is disgusting. You can change the skybox texture in Map > Map Properties... Because you are knew I'm going to tell you something that will have you jumping for joy when you see the results... Decompile cs_militia, open it up, copy the light_environment, env_sun, shadow_control (?) and fog_controller entities to your map... Change your skybox texture to be the cs_militia one... Add cubemaps and compile in HDR. Will look instantly good hahaha... Though if the bright sunny effect isn't what you're going for, copy and paste the same entities from cs_office and use the office skybox.
    >
    > That's all I can think of, I hope that you will continue improving the map and re-release it in a finely tuned state. Little tip, with props, if they don't appear in the game, they probably aren't compatible with the entity type you selected. EVERYTHING is compatible with prop_dynamic_override, so if you use a prop_static and it doesn't appear, just make it a dynamic_override. There's a site called Interlopers, you can paste your compile log into their error checker (Google for "Interlopers error checker"), if you notice any issues with the map, for example, it's not compiling, props aren't showing, lights aren't working... Just copy the compile log and paste it into there, it will pick up on all the errors and tell you what is wrong with the map.
    >
    > Decompiling maps is REALLY helpful for learning. You can see how professionals create windows and things like that, then try to replicate the same thing yourself. Also you will see some novel uses of textures. In texture browser there are some things you just think "wtf is that used for?" then you randomly find it in an official map and go "OOOOOHHHHH! It's for THAT thing!"... Good luck!
    >
    > ...
    >
    > P.S. just found your secret tunnel almost had an epileptic fit hahaha, remove that light! That flicker has very limited purposes and typically only in small spaces or rooms with other FUNCTIONING lights. And nobody wants to crouch walk that far I'm afraid... It took me AGES to get from one side to the other. If it's turbo gungame somebody has probably already reached nade level by the time it takes you to get across hahaha... Make it so you can walk across. I feel really harsh for rating a 4 :( sorry... But most first time mappers would get a 1.0 so y'know... Some people map for YEARS and still struggle to make something worthy of a 7.

    I've actually read the entire post and its been very helpful and I will try to do most of the things to the map as soon as I get home. Most of the things you told me I actually didn't know so thank you for telling me! :) I'll probably go ahead and decompile cs_office's sky texture and as for the road how it ends very shortly I think I'll just add a skybox in and add the roads in the sky box also the skybox its as far in as possible so I'm not sure on how to make it not looks like you can fall out of the map, any tips?
    Overall your post was very helpful and probably will help me put a lot so thank you!
    Bananite
  • 5y
    Masked Mapper avatar
    Member Joined 10y
    1,217 points Ranked 3922nd
    8 medals 1 rare
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    Hi here's my critique of the map, good for a first time effort. If you fix these things you could definitely make the map above average (I rated it below 5 as at the moment I don't think it is ready for release). Sorry for the tl;dr, maybe skim read it? ;)

    Okay. First off, you should work on making the spawn buildings way more detailed. Sometimes it is good to work on the separate parts of the map in a new Hammer file, at least that's what I do... I get the dimensions of what I need to make, then build it in a different Hammer file? Why...? Well for me personally, having it in a fresh file makes me concentrate far more on that specific part of the map and as a result I end up making it way more detailed and interesting.

    I would do the same for your spawns... Copy and paste the roof across to a new file so you know the dimensions, then work on trying to make a really nice looking building. This part isn't critical for the ratings, but I mean, you should always make everything you do look as good as possible... So yes, add far more detail... Pipes, wires and generators, foundations for the buildings (basically just a trim texture)... I mean, what buildings do you know that are just a square block, with square blocks cut out for windows? VERY, VERY FEW! Window frames? Door frames? Even bunkers tend to have the cutout parts slightly rounded on the sides... Then add more things you can think of... Ventilation systems? Railings? You get the point, it's definitely possible to add a lot more detail to a simple block structure.

    Like I said that's not THAT important for making the map ready for release, but you should do it. What is more important is that the back walls don't actually touch the ceiling, which looks kinda bad. Just drag those walls on both sides higher so it meets with the ceiling. Also add lights to the inside... So get a light prop you want to use, and learn how to use light_spotlight, light (well everyone knows how to use this one to be fair), and env_sprite... Using the env_sprite on your lites to add the glow effect will give it a very professional look. If you want, you can decompile some of the official maps and look at how they have made their lights (use GCFScape to extract the maps from counterstrike_shared or whatever it's called in Steamapps... Then use Vmex to decompile giving you a VMF of the map)...

    Remove the ash precipitation as it doesn't work, straight up... I think snowfall might work if you change the colour to black, but I'm not 100% sure, give it a go...

    Where the cement bags are, move them closer together because there are gaps between each one so you can get shot whilst moving along the wall. I actually like the design for GG I think it could work well coming up taking a few shots and ducking again, or rushing across... What I would do is move the cement bags at the side a bit closer to the ones at spawn, because they're quite far apart, means if you were to try to run from one set of bags to the next, you're almost definitely going to get shot.

    Also it's hard to get out of spawn without getting shot because the floor is raised, so even if you crouch the opposing side can see your head over the bags and headshot you as you come out. Maybe slant the floor down at spawn where the exit is so you can get out easier?

    The siren was cool, how about using a logic_timer with a random time setting to make it happen more often? Maybe you did do that but I only heard it once lol...

    The fog is not very nice, I think you should remove it... And importantly, make a wall around your map. The "looks like you can walk off the edge of the Earth" effect isn't ever nice. Even if you put a gate on one side in the distance so it looks plausible that the cars could have got in there... Just put a wall around it.

    Adjust the fire entities, there are too many flames, remove the flame from the car on the side of the stacked ones in my opinion, and add an ambient_generic to play burning sounds in that area. Because of CS:S glitches you might have to use a logic_auto to play the sound OnMapSpawn because if you untick "Starts Silent" and "Is NOT Looped" flags it seems to never play...

    Change the skybox to something nicer, the default one is disgusting. You can change the skybox texture in Map > Map Properties... Because you are knew I'm going to tell you something that will have you jumping for joy when you see the results... Decompile cs_militia, open it up, copy the light_environment, env_sun, shadow_control (?) and fog_controller entities to your map... Change your skybox texture to be the cs_militia one... Add cubemaps and compile in HDR. Will look instantly good hahaha... Though if the bright sunny effect isn't what you're going for, copy and paste the same entities from cs_office and use the office skybox.

    That's all I can think of, I hope that you will continue improving the map and re-release it in a finely tuned state. Little tip, with props, if they don't appear in the game, they probably aren't compatible with the entity type you selected. EVERYTHING is compatible with prop_dynamic_override, so if you use a prop_static and it doesn't appear, just make it a dynamic_override. There's a site called Interlopers, you can paste your compile log into their error checker (Google for "Interlopers error checker"), if you notice any issues with the map, for example, it's not compiling, props aren't showing, lights aren't working... Just copy the compile log and paste it into there, it will pick up on all the errors and tell you what is wrong with the map.

    Decompiling maps is REALLY helpful for learning. You can see how professionals create windows and things like that, then try to replicate the same thing yourself. Also you will see some novel uses of textures. In texture browser there are some things you just think "wtf is that used for?" then you randomly find it in an official map and go "OOOOOHHHHH! It's for THAT thing!"... Good luck!

    ...

    P.S. just found your secret tunnel almost had an epileptic fit hahaha, remove that light! That flicker has very limited purposes and typically only in small spaces or rooms with other FUNCTIONING lights. And nobody wants to crouch walk that far I'm afraid... It took me AGES to get from one side to the other. If it's turbo gungame somebody has probably already reached nade level by the time it takes you to get across hahaha... Make it so you can walk across. I feel really harsh for rating a 4 :( sorry... But most first time mappers would get a 1.0 so y'know... Some people map for YEARS and still struggle to make something worthy of a 7.

    4/10

  • 5y
    Lala14 avatar
    Lala14 Offline
    Member Joined 5y
    532 points Ranked 8425th
    > **Posted by Z00L**

    > o.0
    >
    > all is to do here ... Details ? Models ? Realism ?
    >
    > also use Pakrat to pak all ur files in your BSP
    >
    > (follow my advice : forget about Mapping, its not for u ^^ or work VEEEERY HARD)
    >
    > if i rate, i'll hurt you, then i don't rate (1.5/10)

    Please keep in mind this is my first map ....
    and I sort of agree with your rate but remember this is my first map and I did use pakrat but for some reason it didnt work so I just added the folder where the sound is to make sure it works also there was more models but for some reason they most came up with error so I just decided to forget that entire idea.
    Do you have any suggestions on what I could add to make it better? If so post 'em as that what I put in the info section
    Bananite
  • 5y
    > **Posted by Z00L**

    > o.0
    >
    > all is to do here ... Details ? Models ? Realism ?
    >
    > also use Pakrat to pak all ur files in your BSP
    >
    > (follow my advice : forget about Mapping, its not for u ^^ or work VEEEERY HARD)
    >
    > if i rate, i'll hurt you, then i don't rate (1.5/10)

    I think hes using func_percipitation with ashes, as I remember ashes being broke in css and non ep1 games so theres nothing he could of packed.
    Call me Masterb8es
  • 5y
    Z00L avatar
    Z00L avatar Offline
    Member Joined 6y
    9,975 points Ranked 447th
    33 medals 2 legendary 3 rare
    • Returned 5000 times Medal icon
    • Reached 100 subscribers Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • Submitted 30 Sprites Medal icon
    • Spriter of the Month, May 2014 Medal icon
    o.0

    all is to do here ... Details ? Models ? Realism ?

    also use Pakrat to pak all ur files in your BSP

    (follow my advice : forget about Mapping, its not for u ^^ or work VEEEERY HARD)

    if i rate, i'll hurt you, then i don't rate (1.5/10)

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Key Authors
Lala
Creator/Idea
Special Thanks
Mdace14
Tester
Lelouche
Tester

Submitter

Lala14 avatar
Lala14 Offline
Member Joined 5y
532 points Ranked 8425th

Lala14
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Details

Version
2.2

Attributes

Players
64
Development State
Beta

Stats

Posts
6
Views
1,491
Downloads
1,174
Total Downloads
1,174
Date Added
5y
Date Modified
5y

Scores

30 bScore
4 Rating

1 voter

Sign up to access this!

Development Info

Notes
To-Do List: 1. Change Skybox Texture ............................................................ 2. Replace Building Texture ......................................................... 3. Make sandbags closer to the spawn buildings and closer to each other ............. 4. Make better windows to the spawn buildings ....................................... 5. Replace the ash with dark snow fall .............................................. 6. Fix Building measurements ........................................................ 7. Add lights to spawn buildings .................................................... 8. Add a ladder to get on top of the spawn buildings ................................ 9. Add more secrete tunnels but these will be able to be seen not like the first secrete tunnel ...................................................................... 10. Make first secrete tunnel not as visible ........................................ 13. I think that's all :D

EDIT: HDD GOT CORRUPTED JUST BEFORE I FINISHED THE LIST SO IF ANYONE ELSE WANTS TO FIX IT BE MY GUEST :D

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+
bcp.crwdcntrl.net tracking pixel