space_marble_unlimited

A Map for Counter-Strike: Global Offensive

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“ After many, many rounds of testing, we finally managed to decide upon a winner! Space Marbles is a stunning example of what can be done with the physics mechanisms in Source, and it is clear that Joris has put loads and loads of time into this submission, after extensive testing with hundreds of marbles we never found a single glitch or blockage. The maps overall theme and design are stunning, with loads of custom textures and many parts that look like they could have been taken out of a real life marble track. This map goes beyond linear tracks and had us playing it for hours! ”

Updates

MapParentSubmitterStats
  • Added a new color to the secondary track (after the splitter)
  • Added an extra button panel below the planetary spawning platform
  • Tweaked some settings for better marble ball traction
  • Packed the skybox texture

Added improved credits. Thanks to Shawn Olson and James Hastings-Trew to provide me with all necessary for creating the marble track and its theme.

Space Marble Unlimited 02 4y

A space marble track.



This map is for the Marble Track Redux Contest. It features the whole solar/planetary system with the inclusion of the Sun and Moon. A video is available below!

It currently features:

- A level completely build inside of 3DS Max with Wall Worm Model Tools
- An unlimited supply of marble balls that can manually be added
- 9 planets and sun + moon totalling 11 different marble balls
- An extensive track that is completely regular and looped
- Fully automatic. Add balls and enjoy!
- Anti-stuck & anti-fall systems (which are as good as they can be)
- 5 soundtracks which are played randomly

The idea for this marble track comes from nothing more than the fact that planets are round, making them one of the most perfect marble balls to use (and a big thanks to James Hastings-Trew of which I received permission for using the planet textures in my project). It has been tested at least over 74 times (I have lost the count from there on) and I tried to rectify every single part where it could get stuck.

Regardless of efforts, these are some of the things that could happen:

  1. Balls can get stuck into the collision at the divider. They will be thrown out until it's free again.
  2. Balls can get piled up in the blockpart just before entering the first ferry wheel. They WILL unpile them, it could even take up to a minute, but thanks to the extra siderooms added they can now unstuck themselves. Happens rarely.
  3. Balls can potentially get stuck in the ferry wheel ONLY if it's overloaded with 3 or more balls in a slot. Happens very rarely but if it does, don't worry as it will spew them out until it rotates again.
  4. Rarest case (only saw it happen once) is when 2 balls collide at the opening slot at the second extremely long push up (after having gone down the starspiral in the cylinder. It DOES undo itself but could take over 10 mins (as it was for me). If you don't want to wait that long, restart the map (or kill yourself).
  5. Very rarely, a ball may block the rotator before the long star cylinder, causing a pileup in the previous track and blocking all balls. Waiting out more than 5mins is possible, but it WILL unstuck.
  6. Randomly, a ball might lose collision. This is a CS:GO specific behaviour and cannot be fixed. It happens so rarely that you'll probably won't even notice unless you were close by.



Load up the map, and noclip yourself (enable sv_cheats). You can remove your HUD and viewmodel with the button(s) below the planetary spawning platform. (Where also a (useless) noclip and music muter button are).

Enjoy as you go along the track. Observe the balls and how they travel through the tracks. You cannot move the balls nor block them in any fashion. The balls are server sided, henche why there's only one human slot...

You can add extra balls as many as you want! There is one button per planet. Additionally, there is a large button on top of the spawning platform to spawn 10 marble balls at one time. Spawning until the entity limit is reached is at your own risk as it will crash the game and send you to desktop.

Music will not play if you have music on 0, but if you have music enabled and want it muted anyway, there's a button for that.



I tested up to 500 marble balls at which point my FPS runs at a stable 100 (as opposed to 224). As soon as balls pile up somewhere (see aforementioned points) it can go to well under 5fps. Waiting out helps in almost all cases, except for one of them listed as well. Other than that, you can keep on adding until your PC is satisfied. Depending on the CPU, it can vary wildly. 



The model of the spiral marble part (which comes after the rocket) is intentionally see-through from the outside as otherwise you have to look it up from above at an uneasy angle.

The following commands for the round are applied automatically, so there's no need to use any commands yourself except for noclip:

- mp_roundtime 20
- mp_freezetime 0


This map is for Counter-Strike: Global Offensive 



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  • InnerConflict avatar
    InnerConflict Joined 9y ago
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    4y
    "It´s not only important to improve existing mechanics and ideas, it´s also important to stretch the border of what´s possible and what´s beyond human capabilities or imagination. That´s why you need geniuses, artists and every man who has a dream. No matter the morality." - IC "Everyone these days is a philosopher. jk" . IC Doesn´t matter if you can´t shoot stuff, experiments are always fun, as well as for the producer/scientist/creator AND the user/consumer, etc. I personally really love this idea! Might fit to the theme of this map/project: Emotions are a mans dreams fuel and solving problems is the task that every living creature has to solve in its life. Were there problems at creating this map? Experiences you might be able to share more detailed? As this is a very special kind of map it sure put up many problems for you to solve. A detailed guide might help other productive members such as you. I work as an technical systemplanner and seeing you record the problems you solved and putting them into the description is making parts of my brain moist.
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    Music is love, Music is life!
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    will2k
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    4y
    Very interesting design, finally a map that lets you unleash your creativity in wallworm :) good luck
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    cosa dici!
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    4y
    Looks amazing! 10/10 for design
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    Visually Stunning!
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    4y
    This looks really sweet!
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    4y
    > **Posted by Azet** > > Yay, I really like this one. As for now there's no skybox packed into bsp! > > //Edit// Here's skybox texture if someone is as impatient as me :-) and want to test it now: Sky06 Heya, thanks for the mention! I will fix it right away :)
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    4y
    Yay, I really like this one. As for now there's no skybox packed into bsp! //Edit// Here's skybox texture if someone is as impatient as me :-) and want to test it now: Sky06
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    Waw, looks so cool !! And the planets balls are a good idea !!
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Credits

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JorisCeoen avatar
JorisCeoen username pic Joined 8y ago
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30,019 points Ranked 155th
29 medals 3 legendary 3 rare
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Level Designer, Modeler, 2D Artist
shawnolson
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Wall Worm Model Tools
Contributors
James Hastings-Trew
Planet textures. Thank you so much!

Submitter

JorisCeoen avatar
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JorisCeoen

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Development Info

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License

You cannot alter, modify and/or port the map and all of its contents to any other game or 3D modeling application if the purpose is for commercial use. Decompiling the map is allowed for learning purposes. If you want to use a specific model, permission is required. This is generally perfectly possible if you contact me through gamebanana or my email. Porting is not allowed, I will be porting myself on request. You cannot share or host this file anywhere else. The only possible hosts are gamebanana.com and the CS:GO workshop.

Details

Version
02

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Beta
Players
1
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  • 3
  • 766 DLs
  • 5.5k Views
  • 8 Posts
  • 4ySubmitted
  • 2yModified
  • 4yUpdated

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