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  2. Today
  3. Just a little tease at what's happening at the moment.
  4. All brushes are black because the vrad.exe crashes for some reason. I guess this causes the problems. So there is probably some messed up brushwork. Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids). Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them. If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes. - There are also some errors with nodraw texture on displacements (select these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy") - Also some wrong usage of models (prop_static using a model, which must be used on a dynamic entity (i.e. prop_physics) )
  5. Yesterday
  6. @blackdog I for one am not really too opposed to the platform because the old one was pretty hard and more of a novelty than a reliable route. It is a good part to experiment on. This iterative mapping based on feedback reminds me: Why is stopping Valve from trying to find ways to balance unpopular maps like Train and Nuke?
  7. I think you are mistaken, you can see two characters throwing the smoke (one has green one white), so I would imagine that’s like a perk if not standard equipment. Well it’s Riot games, that’s the market they aim to so why should it feel different. A bit surprised by the terminology used, but they are clearly targeting the hardcore crowd at this moment, just like Lawbreakers did, just in a different way.
  8. Current Layout Still figuring out the details of TAR, there are some parts of the layout missing due to them overlapping each other height wise. One last playtest to finalize the feel of the layout, then its off to art
  9. The movement and the shotting phase reminds me a lot those f2p korean fps like Crossfire or Blackshot. even the map reminds me the same thing, very close spaces. the only difference is there are heroes like Overwatch. Interesting approach to talk about netcode and cheaters as first video ... but I'm still not convinced.
  10. Some screenshots of a Wingman map I have been working on. B Site. T Spawn.
  11. Happy Thursday! Here are this week’s new tracks…100% free to use with attribution: “MYSTICAL HIGHLANDS” – (Looping) – Perhaps atop faraway mountains where the clouds drift below you. Or maybe in the quiet alleyways of an ancient city. https://soundimage.org/fantasy-9/ Here are a couple new music tracks that might work for Halloween projects…or perhaps other things: "CREEPY HOLLOW" - Will you venture into the mist-filled forest? This track loops easily, btw. https://soundimage.org/dark-ominous-2/ “THE ATTIC OF SECRETS” – (Looping) – A dark, drafty place filled with long-forgotten things. What will you find? https://soundimage.org/fantasy-9/ Have a good weekend…and keep being creative!
  12. That movement looks very sluggish, even slower than R6. They pretty much only show one-shot headshot kills with perfect accuracy, which isn't a good sign to me. I hope it isn't so simple in gunplay that shooting at the body means "it will take 4 bullets instead of 1". They also show a character throwing a "smokescreen" kinda thing. Having stuff like that be only for one class lowers the skill ceiling, you wouldn't be able to do complex executes if not everyone has the ability to throw smokes. The smokescreen also looked like a pretty direct throw with no bounce, where you couldn't learn any specific ones like in CS:GO. Edit: oh yeah also revives are dumb
  13. Looking at the gameplay video, the game doesn't feel 'good' to play. Unlike CS or R6, the weapons shoot in a boring and weak way. The movement is also very static and basic. I predict that because its made in a newer engine, it probably won't have any of the complexities of Source. Of course it may be just because the walking animation is out of sync with the characters movement speed, but that wouldn't be a good sign either. I guess the game can make for a CS alternative for casual players, but I don't believe it will be able to defeat it competitively.
  14. Plantello

    [CS:GO] Chlorine

    I know I said large layout changes are not to be expected, but I was wrong. B is a very obvious weak point of the map, because it's exposed too little, and a B rush is too powerful at the moment. Rotating in and retaking is simply not an option, so my idea is as follows: Remove the fence between Park and site. It has too much potential for boosting over as Ts, but CTs don't have enough time to rotate through underground from A. Decrease playable area so that the yard is inaccessible. It's a corner. It's too hard to defend. Heaven will stay (though you won't be able to jump out), but hell won't. The maintenance hut will be just barely inbounds. The site will be moved to a thin but long strip, the concrete area right next to the newly blocked off part of the yard along the length of Park. Other, related changes I'm considering: The Park fencetop area will be clipped off. It adds too much verticality to the area. The little hiding spot above the T approach from underground will be filled in, and the ledges either side might be either removed or clipped off. The 1-unit ledge is not too useful anyways, and the cubby calls into question the wall right next to it, and generally serves no gameplay purpose. The hut door will be removed. It gets in the way and makes anyone inside hard to get rid of without utility. I'll post some pictures later. Oh, and also, it turned out I underestimated my laptop, so I guess I can play CS.
  15. Oh yeah, should've told this a bit earlier. I've started detailing the map a few weeks ago. I'll soon post some screenshots of some areas that I've done.
  16. Yep. I think this thread is not the best place to talk about such things. This contest will teach newer and more experienced mappers a lot of things, so if you can, just continue and you will gain experience Good luck
  17. Looking closer into the video, you can see what appears to be a buy menu + a radar in the top left of a screen. I suppose this is what they took from CS beyond "competitive play". If the hero class system is suppose to be this games utility while a buy menu where you choose weapons to use in a round, I think it could be more interesting then originally thought. A class based shooter with a build a class system on top is interesting. Looking at the promo video, the main problem that sticks out to me is the art style. Yet another game set in a "near future" science fantasy world with a simple/cartoon ascetic. The one map they showed looks pretty dull and bland and what little we saw of the characters seems to follow the trend of cartoon styled games having characters that dont match the environment. Just like law breakers and paladins among others, the characters dont seem to fit with each other or the map ascetic. Say what you will about Overwatch but the characters in that game, with their default skins all look like they come from the same universe and flow well when put in a line up. They also fit their maps artstyles. Literally nothing I saw from the art looks like something I havnt seen before. Truly Near-future science fantasy with cartoon ascetic is this decades dystopian past or future with grey brown grunge ascetic. I feel like in 5 years we are going to see some new refreshing art style and well look back at all these games that tried the current ascetic unsuccessfully, in the same way we look back now at the grey grunge ascetic. They'll all mesh into 1 forgettable game and few will look back fondly at them. Also because its riot, you can bet that right off bat the art style will immediately be broken by god awful skins for the hero characters.
  18. blackdog

    DE_CACHE (new version)

    Of course it makes it easier, but the first part is still very hard, to the point that YouTubers that show this kind of things still can’t do it at the first attempt. By the way, it’s not just about the jump, the platform gives a new angle for Ts that boost. It gives something to hide under to CTs that push mid, so creates new corners for players to check. Not sure if is good or bad, playtime will tell. But is better to try new things and then change, then keep everything as it was. I think the Cache update is super-iterative, something that should/could have been done a few years back and something that I would see all maps go through. Small changes to balance the game, accommodate new meta that players develop… then after a couple of substantial minor updates (like this), remake/remaster the map radically, allowing for substantial changes in layout.
  19. @MikeGon My take on competitive: -The game is inherently well balanced with minimal luck involved. -There are viable and varied ways to react to the enemy's movements (abilities, utility, flanking, etc.) -Collection of important information is possible at some level (audio ques, visual ques). -Tying into the last two points, tactics could be the difference between winning and losing -The game is fun to play and watch and is popular. There are more game specific traits that make them competitive, but I think this represents a large number of competitive games. Easy to play and hard to master usually covers quite a few of these bases if done in a fun way. As for Project A, it is pretty audacious to say your game is competitive before the public even touches it. It feels like having flying abilities might ruin the pacing and turn it into the arcade that is overwatch. What are they bringing to the table?
  20. so i have been running the map with only world brushes and player starts and still having a rough time... started getting leaks without point files. I dont know how they are getting out ;/ I guess ill keep trucking
  21. @blackdog As devil's advocate here, does adding the platform not remove the skill needed and necessity to complete the old jump? What was wrong with the previous version?
  22. though the theme is similar this map will be very different to yours. also im not literally making a mine like you have Edit: cool map tho
  23. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading n:\art\counterstrike map\maps\de_tour_v10.vmf Map revision 1546 Can't find surfaceprop WoodWood_Lowdensity for material TEST/TOURISTAS_WOOD_DETAIL_BLUE1, using default Can't find surfaceprop WoodWood_Lowdensity for material TEST/SIGN_CBL, using default Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_b10_blend_wvt_patch Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_wvt_patch Patching WVT material: maps/de_tour_v10/concrete/blend_blacktop_01_wvt_patch Patching WVT material: maps/de_tour_v10/stone/blend_building_sidewalk_wvt_patch Patching WVT material: maps/de_tour_v10/nature/hr_c/hr_dirt_mulch_blend_001_wvt_patch Patching WVT material: maps/de_tour_v10/brick/hr_brick/venice/brick_ground_a_blend_wvt_patch Patching WVT material: maps/de_tour_v10/hr_massive/survival_woodsiding_white_color_blend_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 3728 detail faces...done (2) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (2) writing n:\art\counterstrike map\maps\de_tour_v10.prt...Building visibility clusters... AutoVisClustering (threshold=-1) matched 0 leafs. done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (2019650 bytes) Error! To use model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl"! Error! To use model "models/props/hr_massive/survival_windows/survival_window_small.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/hr_massive/survival_windows/survival_window_small.mdl"! Error! prop_static using model "models/props/de_house/window_54x76_break05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_house/window_54x76_break05.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! To use model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl"! Error! prop_static using model "models/props/cs_office/phone.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/phone.mdl"! Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/trash_can.mdl"! Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_mouse.mdl"! Error! prop_static using model "models/props/cs_office/coffee_mug.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/coffee_mug.mdl"! Error! prop_static using model "models/props/cs_office/water_bottle.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/water_bottle.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 15508 texinfos to 8784 Reduced 130 texdatas to 113 (3806 bytes to 3122) Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 8 seconds elapsed 12 threads reading n:\art\counterstrike map\maps\de_tour_v10.bsp reading n:\art\counterstrike map\maps\de_tour_v10.prt 1296 portalclusters 3925 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11126 visible clusters (0.00%) Total clusters visible: 565210 Average clusters visible: 436 Building PAS... Average clusters audible: 1289 visdatasize:390843 compressed from 435456 writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 31 seconds elapsed [Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad'] Loading n:\art\counterstrike map\maps\de_tour_v10.bsp Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\flower_A.vtf Loaded alpha texture materials\models\props_foliage\flower_B.vtf Loaded alpha texture materials\models\props_foliage\flower_C.vtf Loaded alpha texture materials\models\props_foliage\flower_D.vtf Loaded alpha texture materials\models\props\de_nuke\hr_nuke\chainlink_fence_001\chainlink_fence_wire_001_mip0.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props\de_dust\hr_dust\balcony_railing_set\balcony_railing_set_color.vtf Loaded alpha texture materials\metal\hr_metal\hr_metal_grating_001_color.vtf 20215 faces 7 degenerate faces 749613 square feet [107944336.00 square inches] 358 Displacements 98441 Square Feet [14175624.00 Square Inches] 20208 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 137808 patches after subdivision 48 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15986424, max 4225 transfer lists: 122.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(nan, nan, nan) 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#95 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(nan, nan, nan) Build Patch/Sample Hash Table(s).....Done<0.0246 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 22/1024 1056/49152 ( 2.1%) brushes 5143/8192 61716/98304 (62.8%) brushsides 42811/81920 342488/655360 (52.3%) planes 30740/65536 614800/1310720 (46.9%) vertexes 42134/65536 505608/786432 (64.3%) nodes 2721/65536 87072/2097152 ( 4.2%) texinfos 8784/12288 632448/884736 (71.5%) texdata 113/4096 3616/131072 ( 2.8%) dispinfos 358/0 63008/0 ( 0.0%) disp_verts 30662/0 613240/0 ( 0.0%) disp_tris 48896/0 97792/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 344153/0 344153/0 ( 0.0%) faces 20215/65536 1132040/3670016 (30.8%) hdr faces 20215/65536 1132040/3670016 (30.8%) origfaces 16965/65536 950040/3670016 (25.9%) facebrushes 1020/0 2040/0 ( 0.0%) facebrushlists 20215/0 80860/0 ( 0.0%) leaves 2744/65536 87808/2097152 ( 4.2%) leaffaces 28708/65536 57416/131072 (43.8%) leafbrushes 11947/65536 23894/131072 (18.2%) areas 4/1024 32/8192 ( 0.4%) surfedges 172528/512000 690112/2048000 (33.7%) edges 112195/256000 448780/1024000 (43.8%) LDR worldlights 0/8192 0/819200 ( 0.0%) HDR worldlights 48/8192 4800/819200 ( 0.6%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 2841/32768 28410/327680 ( 8.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 59088/65536 118176/131072 (90.2%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 20/1024 7040/360448 ( 2.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 12756040/0 ( 0.0%) visdata [variable] 390843/16777216 ( 2.3%) entdata [variable] 99194/393216 (25.2%) LDR ambient table 2744/65536 10976/262144 ( 4.2%) HDR ambient table 2744/65536 10976/262144 ( 4.2%) LDR leaf ambient 2744/65536 76832/1835008 ( 4.2%) HDR leaf ambient 15734/65536 440552/1835008 (24.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/79514 ( 0.0%) pakfile [variable] 9702832/0 ( 0.0%) physics [variable] 2019650/4194304 (48.2%) physics terrain [variable] 104556/1048576 (10.0%) Level flags = 7e Total triangle count: 62965 Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 5 minutes, 19 seconds elapsed I see some errors in the above compile but am pretty sure the ones I recognize are fine. If anyone catches it please let me know!
  24. Who? Srsly though LoL is still one of the biggest games in the scene so I'm sure Riot's renown is gonna help them sell this thing. "The new game from the guys who made LoL" is bound to turn a few heads... Obviously this is an attempt to snatch some of the CSGO market, with the gunplay and the "fixing bugs and preventing cheats is our priority " thing, while also jumping on the near-future hero shooter bandwagon. We'll see if that pans out next year! Well that was a whole lot of PR speech. This just made me realize how much "competitive" is the hottest meaningless impressive-sounding marketable term right now... what does "competitive" even say about a game? That it's multiplayer and there's a winner and loser at the end of a match? Well so is fckin Scrabble then?! Also, loving that bootleg Overwatch theme at the end 2:36 lmao
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