Tuxxi recompiled propper against Source SDK Base 2013

Sweet! My workaround for streamlining propper is no longer needed. Now you can download a version of propper that works with the “modern” Source games, and you don’t have to install and switch between two development environments. Get the new recompiled for source sdk 2013 propper here ↙ It does not work with CS:GO directly For […]

Source SDK Mapping: Automating the Propper Pipeline with SyncBack

Note: This isn’t a guide to setting up Propper. For that, check out the SourceSDK documentation and TopHatWaffle’s guide. This is a guide on automating your workflow so that you can spend more time iterating on meshes and your map, and not worrying about the locations of dozens of files. A Propper Introduction While getting into […]

de_boardroom 0.1 released on Steam Workshop   Version 0.1 A multi-tiered corporate boardroom in the penthouse atop a century-old skyscraper. Focus on tight quarters, verticality, and non-traditional CS. INTERESTING: *two-bomb DE gameplay at the moment *multiple custom models TODO: *Support more gametypes *Soundscape/audio pass *Bombsite B needs work *Update radar image *Clipping pass *Replace more geometry with custom models, such […]

New CSGO Map De_Boardroom: Major lighting pass, detail work, new building exterior.

I’m super happy to post this update. Here’s what’s happened since I started re-skinning the level exterior, and detailing the interior. FYI still a lot of WIP art, most notably the large hanging sculpture in the center of the main atrium. Created a dozen or so models for the exterior. Really would like more to […]