Simonay

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About Simonay

  • Rank
    Newcomer
  • Birthday 09/21/1997

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    Simonay#2222
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    brooksie.97
  • Steam
    Simonay

Profile Information

  • Real Name
    Simon Brooks
  • Location
    Hertfordshire, UK

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970 profile views
  1. I have to say, even as an aspiring level designer (rather than artist), this gave me a lot of insight into custom asset creation (certainly useful if I ever want to drag one of my tired friends to make a texture for me ) and iterations of map development as a whole. I've found it's always very difficult to let go of an initial idea that sounds great on paper, but doesn't really work in practice, and fortunately this shows me that even the very best of the trade have to go through those stages! So a damned fine article, keep being awesome.
  2. Awww shucks, I played this a while ago and it was a damned fine map. Good luck.
  3. Hello, I'm Simon and I have been mapping since last Easter, though I have never finished a project! I feel a little left out of what's going on in this scene so this is probably the best place to start. I'm looking to get into the game dev industry at some point, but in the meantime I'm struggling through my A-Levels (while making maps / learning to code on the side) with a hope to study computer science at a decent university and work my way up from there. Pretty much all of my maps are either unfinished layout-wise, unfinished detailing-wise, or their radars are broken. My most recent project, aim_ravine, should be the first map that I finish fully to the best of my ability (it's for a steam group competition many of you may know about). This seems like an awesome community and I hope to get on well with you all!
  4. Please don't hit me for uploading an aim map http://steamcommunity.com/sharedfiles/filedetails/?id=309159242 I recognize that place such as Mapcore isn't really the place to post aim maps seeing as they are dime-a-dozen, but I've recently entered the CS:GO SDK steam group's aim map competition and I am looking to gather as much feedback as possible. And anyway, surely that brush-based suspension bridge earns it a place on these forums on it's own! Thanks a bunch to anyone who has anything to say!
  5. *In case anyone is still reading this thread, which I somewhat doubt* I haven't uploaded this as soon as I planned because I'm making some serious changes to the layout surrounding bombsite B - it took me far too long to realize half of this map was carefully placed warehouses and crates, and the other half was an uninspired mess of the same. To address this, I'm re-working bombsite B to be in a car park outside the facility, while bombsite A remains as it is. I hope to also change the theme as soon as I can, as too many maps on the workshop and in-game are just something or other built into the side of a mountain, and I don't want to be part of that majority. As a result, more time is going into this initial stage than I planned. I haven't even been able to properly test the timings yet with friends due to holidays and whatnot.
  6. Certainly - that is one of the many things I plan on changing when I get home tomorrow (checking this on my phone atm). It didn't seem so bad in game, but it was slightly rushed, so I will spend more time on it in due course.
  7. Hi all, I've released a new map (currently in alpha) called de_purify - it's my first major project which I plan to see through to the bitter end, and I've just finished the first layout. - Not our finest moment, half of the playable area is shown to be completely black in some places... I've posted this the night before I go away for a few days, so unfortunately I have not been able to address some minor issues - these include some potential errors in prop placement, a faulty radar (black spaces and alignment problems are rife) and some timing issues in getting to some regions of the map, all of which will be addressed and fixed as soon as I get back. For this map, I've mostly been inspired by Dust2, Mirage and Cache and the mid reflects this the most, though some areas are completely original. I really let my mind wander when designing the layout, so I imagine there will probably be more balancing issues than I would like, but still, I believe I've created a fun and original layout that doesn't break the trends too much to feel out of place or ruin the mechanics of the game. Any feedback or suggestions are greatly appreciated (though I won't be able to reply for a few days). Lastly, de_Purify was the name I came up with while drafting this on paper (it was going to be set in some kind of water purification plant before I changed the setting) - any name suggestions would be awesome, though I appreciate that at this stage it's difficult to put a name to a bunch of grey cubes! Hey, I might even change the setting back to the purification plant - blowing up warehouses full of crates isn't the most original idea out there. Here is the download link - http://steamcommunity.com/sharedfiles/filedetails/?id=295059042 Thanks, and have fun!
  8. Well, seems like the problem was simple all along - just a few holes in the world where my brushwork didn't quite line up or was messy, you get the idea. I feel quite silly seeing as the issue was such a common one. Anyway, it's fully compiled now so thanks a lot to both of you!
  9. Interesting, thanks a bunch - never realized that the compiler did that - I've never actually had leaks before so this is news to me, so cheers!
  10. I've just finished the greyboxing stage for a new map I'm making for CS:GO - the entire map is sealed, somewhat optimized and everything is ready for people to playtest it. However, I am unable to compile it due to every prop_static causing a leak, even though they are all thoroughly inside the map - has this happened to anyone else in the past? I've tried looking online and trying solutions other people have suggested, but non have worked - I'll list these below to save people suggesting the same thing: Disable radius culling - every compile I tried this was disabled. It wouldn't compile with it enabled either. Check the map name for spaces/capitals - was fine to start with. Remove any cordons I had created - I hadn't created any to start with, but creating one and deleting it made no change. Please note that when deleting the prop_static that the pointfile indicated, it would simply change to a new prop static after each compile, so I assume that every static prop is the cause of this. Please find attached my most recent compile log, hopefully all you clever souls reading this will understand it better than I do - all I can glean from it is the fact that there is a leaked prop! Thanks in advance for any suggestions - I'm going away for a few days tomorrow so excuse me if I don't reply immediately. Compile log displaying leak.txt
  11. Probably the best looking map on the workshop at the moment, if valve doesn't add this into the next operation I will lose my faith in them completely.
  12. I'm still trying to find Hurg related Easter eggs in some of your Season screenshots...
  13. At the risk of sounding rude, a lot of the connectors and corridors seem to be a little flat and bland, even by orangeboxing standards - is this something you plan on clearing up after playtesting? I can imagine that this map will be strongly favoured towards snipers otherwise with such little cover in these connecting areas. The design for individual arenas like mid and the bombsites is nice though, it just feels like the connectors need a little more thinking through. Can't wait to see how this pans out anyway, good luck!
  14. My vote is for source simply because I'm pretty new to the whole scene and source is the only thing I know at the moment. And the competition better not start until next week, I'm going on holiday tomorrow D: