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[CSGO] de_cargo

  • Lizard
  • June 4, 2015 at 5:41 PM
  • Lizard
    • June 4, 2015 at 5:41 PM
    • #1

    Hi!

    After almost 3 months of hard work I can proudly present you de_cargo. I would like to thank you guys for incredible amount of feedback, suggestions and screens with bugs and exploits. I'm very happy that you have been a part of developing process.

    Map is now on workshop.

    Reddit (don't you die on me)

    Some comparision for you guys.

    Quote

    Layout that I posted here on 8.04.2015

    [Blocked Image: http://i.imgur.com/TUJxLK3.jpg]

    Current layout: (dont mind flipped icons)

    [Blocked Image: http://i.imgur.com/aBOsvJ6.jpg]

    Mid:

    [Blocked Image: http://i.imgur.com/tIufLsz.jpg]


    [Blocked Image: http://i.imgur.com/nLooJ3P.jpg]

    Display More


    It's all based on your suggestion and ideas. I have about 1 gb of wip pictures that I want to use later with one blog post about developing this map and what I have learned.
    To be honest I was little bit overwhelmed by the feedback at first. I remember some things like "nice aim_ map" or "Just make it arms race map". They were funny but I knew I have a lot of work with this one. I'm happy with the current state of the map and the amount of work that I have put in it.


    Quote

    You ask what keeps me motivated?
    This:


    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    Some screens:


    Bombsite A
    [Blocked Image: http://i.imgur.com/NY45uat.jpg]

    Bombsite A
    [Blocked Image: http://i.imgur.com/mZwB8zJ.jpg]

    Bombsite B
    [Blocked Image: http://i.imgur.com/c6bGdvb.jpg]

    T spawn
    [Blocked Image: http://i.imgur.com/oKn0Dnh.jpg]

    Mid
    [Blocked Image: http://i.imgur.com/Lqk4Sw6.jpg]

    Mid from T side
    [Blocked Image: http://i.imgur.com/Wd6ZkmF.jpg]


    Warehouse leading to bombsite B
    [Blocked Image: http://i.imgur.com/vgLULDK.jpg]

    Warehouse near bombsite B
    [Blocked Image: http://i.imgur.com/utaaDlz.jpg]

    Sniper spot
    [Blocked Image: http://i.imgur.com/Kydxc76.jpg]


    I would like to thank everyone who playtested the map and helped in any way.

  • Vaya
    • June 4, 2015 at 6:59 PM
    • #2

    your new radar is upside down

  • Klems
    • June 4, 2015 at 8:51 PM
    • #3

    This map still has some problems:

    The model distance fade here is very apparent http://image.noelshack.com/fichiers/2015/…06-04-00001.jpg This isn't the only case, it's very visible in the whole map (especially on trees).

    The door prop become slightly translucent from here, could give an unfair advantage to CT http://image.noelshack.com/fichiers/2015/…06-04-00003.jpg

    Occluders are vastly misused here http://image.noelshack.com/fichiers/2015/…06-04-00005.jpg Faces textured with occluder will occlude, faces textured with nodraw won't. There is no point into using these faces, they're too small to be really useful, players can't see them and there is additional CPU cost with each occluding faces you add. In this particular occluder, because players can't see these faces it probably doesn't matter, but this isn't the case everywhere. Faces that are directly above or below shouldn't be textured with occluder either, unless you can of course go above/below.

    Same here http://image.noelshack.com/fichiers/2015/…06-04-00006.jpg you could extend your occluder far below the ground and put it closer to the wall, for the same cost while more models would be occluded. Remember occluders add additional cost PER FACES only, and are more efficient when they occludes many models, so try to make the most of it. In general, try to make the biggest occluder you can, the closest possible to the wall.

    http://image.noelshack.com/fichiers/2015/…06-04-00007.jpg You made a pretty skybox but it's basically completely hidden from inside the map. There isn't much point into making these walls, you could remove the wooden plywood and show the skybox behind it, it would be prettier, less costly, more atmospheric, etc etc.

    There isn't any areaportal usage in your map, and I suspect you don't really use hints either. There is still more work to do on optimization. I know this can be a nightmare to optimize such an open map. Don't rely on occluders to optimize your map, they should be avoided as much as possible.

  • Lizard
    • June 4, 2015 at 8:57 PM
    • #4

    I agree totally! I'm working on it now. Hope to update map tomorrow.

  • Pivac
    • June 5, 2015 at 1:52 PM
    • #5

    I just found out about this web site after reading though notes on your map's Workshop page, so thanks a lot since the forums are great :)

    Map looks good overall, CS-like structure, enough detail to make it look nice but not overdone. Can't go more in-depth with comments since I was only running around for 2-3 minutes.

  • Lizard
    • June 5, 2015 at 2:07 PM
    • #6
    Quote from Klems

    This map still has some problems:

    The model distance fade here is very apparent http://image.noelshack.com/fichiers/2015/…06-04-00001.jpg This isn't the only case, it's very visible in the whole map (especially on trees).

    The door prop become slightly translucent from here, could give an unfair advantage to CT http://image.noelshack.com/fichiers/2015/…06-04-00003.jpg

    Occluders are vastly misused here http://image.noelshack.com/fichiers/2015/…06-04-00005.jpg Faces textured with occluder will occlude, faces textured with nodraw won't. There is no point into using these faces, they're too small to be really useful, players can't see them and there is additional CPU cost with each occluding faces you add. In this particular occluder, because players can't see these faces it probably doesn't matter, but this isn't the case everywhere. Faces that are directly above or below shouldn't be textured with occluder either, unless you can of course go above/below.

    Same here http://image.noelshack.com/fichiers/2015/…06-04-00006.jpg you could extend your occluder far below the ground and put it closer to the wall, for the same cost while more models would be occluded. Remember occluders add additional cost PER FACES only, and are more efficient when they occludes many models, so try to make the most of it. In general, try to make the biggest occluder you can, the closest possible to the wall.

    http://image.noelshack.com/fichiers/2015/…06-04-00007.jpg You made a pretty skybox but it's basically completely hidden from inside the map. There isn't much point into making these walls, you could remove the wooden plywood and show the skybox behind it, it would be prettier, less costly, more atmospheric, etc etc.

    There isn't any areaportal usage in your map, and I suspect you don't really use hints either. There is still more work to do on optimization. I know this can be a nightmare to optimize such an open map. Don't rely on occluders to optimize your map, they should be avoided as much as possible.

    Display More

    I updated the map today. I listened your advices about occluders. Map is working a lot smoother now. Also big thanks to Mark C. and Vaya for helping me optimising it.

  • jackophant
    • June 9, 2015 at 9:59 AM
    • #7

    Looks like you've received lots of the coveted valvethumb

    ░░░░░░░░░░████
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    ░░░░░░░░░░█░░░█
    ░░░░░░░░░█░░░░█
    ███████▄▄█░░░░░██████▄
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░ Valve~ Add This░░░█
    ▓▓▓▓▓▓█░░░░ Please! ░░░░░█
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█████░░░░░░░░░█

    So congratulations on your map blowing up!

    [Blocked Image: http://i.gyazo.com/e07f5deee1eed4cf653664720d7908b3.png]

  • Vaya
    • June 9, 2015 at 10:04 AM
    • #8

    ░░░░░░░░░░████
    ░░░░░░░░░░░█░░█
    ░░░░░░░░░░█░░░█
    ░░░░░░░░░█░░░░█
    ███████▄▄█░░░░░██████▄
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░ Valve~ Add This░░░█
    ▓▓▓▓▓▓█░░░░ Please! ░░░░░█
    ▓▓▓▓▓▓█░And give me one too █
    ▓▓▓▓▓▓█████░░░░░░░░░█

    Congrats :)

  • Lizard
    • June 9, 2015 at 11:22 AM
    • #9

    Yay! I saw some ascii penises there too with a "SWAG" on them.

    Thank you guys !

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