Members (Full)
  • Content count

  • Joined

  • Last visited

About Serialmapper

  • Rank

Contact Methods

  • Steam

Profile Information

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

Recent Profile Visitors

803 profile views
  1. @ 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.
  2. Thank you! it was nice to "hold" the crowbar again. Btw, i love the river water texture.
  3. bump
  4. 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
  5. HR textures...mmmm tasty!
  6. 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.
  7. I received a lot feedback during playtests and i made some changes accordingly. The map will be updated soon to a beta2 version.
  8. The map's name was chosen just for fun. Since in english there is "in" and "out", i thought..why the fsck not! If there is in_ferno is should be an out_ferno as well, you know, just to restore the balance in the universe de_middleferno isn't a bad idea either, or maybe de_underferno
  9. I decided to refurbish one of my old maps, namely de_sultan2 and to rename it to de_outferno. I changed the old dust theme with the new inferno theme. For the moment the map is in beta stage and lacks many details. The layout it's designed for a casual type of gameplay, however nobody can stop you to try it for competitive. Since i don't want to flood the forum with screenshots you may check them on the workshop page. Here is the radar image:
  10. You may get inspired by de_aztec, regarding the artificial lightning. You will have more freedom in placing those lights.
  11. But in spite of that it still has functional artificial lightning. I wonder who is paying the electricity bill
  12. I don't really care how it will be played, however it comes with great hr textures and props, and that's all i need. I could't help not to test some of them I played it on a public server with 20 players, however i got lost. Too many small corridors and windows, like a DOD:s map.
  13. Custom props & textures intelligently combined = Valve operation map
  14. The sun does not shine so high on the sky in the antarctic region, even in the summer .