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PC Gamer issue 150 came out today, including the second part of my CS:S mapping tutorial.
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The past week has been quite interesting in respect to the conversion of various HL1/CS1 maps to the HL2/CSS Source engine equivalents.
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Ever since being told my writing was ‘pompous’ 5 years ago during my English Literature A-level, I’ve had a bizarre interest for the real meanings of particular words, so I can ignore them and use them how I like.
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In my efforts to bring ever new groundbreaking material from the behemoth that is my crazy mind, I present to you, The Happiness Cycle: This charts how happy I am with a map throughout its lifetime, and generally applies to all my maps.
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Ever since Quake, I’ve tended to follow news about mods quite closely - it’s really cool to see what’s being developed.
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I remembered that before I had even laid a Dust-textured brush of Dust PCG, I played around with HL2’s mapdev materials and sketched out a rough plan.
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Another one of my pet hates in level design is how some maps consist of obstacles right in the most annoying places.
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My favourite maps are always set outdoors, usually at some prominant part of the day where shadows are king.
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Dust PCG has been out nearly a week now.
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I was going to post this in a few weeks time… but while the map’s still hot… Below is a conflict map for de_dust_pcg… this shows the rough path points at which ‘first-contact’ is made by both teams (assuming all routes are taken).
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A reminder that the current issue of PC Gamer UK has a tutorial on the making of Dust PCG, explaining the planning process up to building a simple defusion map.
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A complete and fixed version of Dust PCG is now available, with all the annoying skywalking ironed out and a few small changes.
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Time for a short lesson on how to release a map in complete and final form.
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Due to popular demand, I and PCG present the overview of Dust PCG: Simple, you might think… so go speculate and conjecture!
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Wow, what an amazing (and varied) response to the announcement of de_dust_pcg!
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Some more… Remember, de_dust_pcg is available on the June 2005 edition of PC Gamer UK (in shops on Thursday).
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It’s actually illegal in the UK to reveal you’re releasing a new Counter-Strike map without providing any screenshots.
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So, the news is out - a new Dust map from myself, designed specifically for PC Gamer UK to go alongside a series of tutorials they’ll have in their June and July 2005 issues.
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I get a lot of e-mails about CS:S.
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Occassionally I like to download a few amateur CS maps, just to see what people are up to with the game.
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Quake 2 grew on me very rapidly.
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Following on from Doom, I went through Heretic, Hexen, Quake, Quake II and Heretic II.
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In the interest of history, I felt it would be appropriate to post up a few shots of the first ever map I released onto the internet.
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I came across an interesting blog entry by Luke Muscat who, having examined the layouts of Dust 2 and Cobble, has concluded that they bear a surprising amount of similarity.
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I read or heard something the other day about the problem people have with doing something (yes, I’ve forgot entirely what that ‘something’ is or was, but bear with me).
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Here are the current statistics for all my official (well, originally at least) CS maps, according to ServerSpy: Counter-Strike: Source 1 de_dust2 5231 1262 22.8% 2 de_dust 3236 1475 14.1% 6 de_cbble 1147 441 5.0% 13 de_tides 163 59 0.7% Counter-Strike: C…
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Right, just for fun, csde_bridge is now available for download.
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Earlier in the week it occured to me that there was a precursor to de_sienna that I had made, basically to experiment with a few things.
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Two things about [this Slashdot post](http://games.slashdot.org/games/05/04/17/1539254.shtml?
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After further playing with Blender and the SMD exporter, it’s apparant there are a few problems.
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I discovered today that it’s now possible to create models for Source from Blender, which is great, because I personally prefer it to Softimage XSI.
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Sunday is typically spent sleeping, eating, lounging, drinking, starting fights, enjoying the company of family and friends, shaving animals, more sleeping, and concluded with a pixie dancing contest.
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A while back I was asked by PC Gamer (UK) to write a couple of articles for them, introducing mapping for Counter-Strike: Source.
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PCGamer UK are running a feature next month on de_dust.