Serialmapper

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About Serialmapper

  • Rank
    Regular
  • Birthday 03/23/1980

Contact Methods

  • Steam
    https://steamcommunity.com/id/serialmapper/myworkshopfiles/?appid=730

Profile Information

  • Real Name
    Septimius A.I.
  • Job
    Histopathologyst
  • Location
    Cluj-Napoca , Romania

Recent Profile Visitors

932 profile views
  1. Youtube is full of so called fitness/bodybuilding experts, but have you heard about Charles Poliquin? give it a try, read his books and articles. I found them really helpful in my gym endeavours.
  2. @grapen I have that problem too
  3. After the last CSGO SDK update i encounter the following lighting problem regarding displacements after a final compile HDR only: Event though the props that are in contact with the displacements have the shadow disabled, the displacement looks like it is in the shade. If anyone knows a fix for this i will be grateful. Workshop link
  4. Finally some clear cut rules for this contest. Congratulations for that!
  5. Yes indeed , a sunset will be awesome.
  6. Well...yes . One of the many types that exist at humans.
  7. I see you like close-ups. Well here is a very close close-up that i have seen recently. Those are lung adenocarcinoma cells that kept their cilia. Unfortunately my microscope camera has only 5Mpixels.
  8. Thank you, problem solved!
  9. After the last update when trying to run buildcubemaps i get this message: "Can't load vtex_dll.dll" and no cubemaps are build. I checked the game files integrity and the problem remains. Does anybody else has this problem?
  10. @ RZL I couldn't recreate it. However on the workshop i upload the map unarchived but on that public server i gave the map archived .7zip. Also not everyone noticed that discoloration, only like 30% of the players complained. Another weird thing is that the discoloration show up only when playing the map on that server, the same map played alone with bots doesn't show discoloration bugs at all. That server is also using sv_pure 1. I don't know maybe it's blocking something. @ Deathy I never use BrightnessScaleHDR and AmbientScaleHDR at a value other than 1.
  11. Thank you! it was nice to "hold" the crowbar again. Btw, i love the river water texture.
  12. bump
  13. Today i tested my beta3 version of the map on a public server that doesn't use steamworkshop and i let the map to be downloaded directly from the server. I encountered a blueish discoloration bug to many of the props, especially the shadows. However, when i download the same map from steamworkshop i don't have such bugs. Does anyone know an explanation for this peculiar phenomenon? the public server download, notice the blue discoloration of the prop's shadows. workshop download, no discoloration bugs at all
  14. HR textures...mmmm tasty!
  15. Thank you Roald for such an extensive feedback. You gave some good ideas. As about how this map behaves in game with real players, i know for sure that it's a little bit CT sided when playing on a server with 44 people. The original map was named de_sultan2, and i made it for CS:S back in 2010. And in late 2012 i had ported it to CS:GO. 5-7 years i had been observing the gameplay on this map countless times on public servers in my region. That mid it's not that complicated in game. To take site A the T's have to take mid and all the area behind the walls. Those apartments on mid to B on T side are usually flooded with grenades, molotovs and smoke. That window that looks to site A it's one of the most "handgrenaded", "molotov-ed" and shooted areas, so there isn't much overpowering left to it. The map itself does not want to be from the beginning a competitive one. I think it's too large for 5 vs 5. All the competitive maps: dust2, cache, inferno,etc. become very CT sited at 32+ players. I know it from experience on public servers. I don't know how it is in Western Europe but in Eastern Europe there are many public servers of 32+ slots that are playing with team collision and friendly fire enabled, basically the competitive mode.