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de_vo

  • NIPPER
  • July 29, 2015 at 1:11 AM
  • NIPPER
    • July 29, 2015 at 1:11 AM
    • #1

    A smallish mostly indoor office-like building is under attack!

    The layout is more simple than the radar image makes it out to be.

    Workshop link and more screens here: http://steamcommunity.com/sharedfiles/fi…s/?id=490048930

    Thanks for checking it out!

  • Guadalupe
    • July 29, 2015 at 2:37 AM
    • #2

    Resourceful use of textures, but some of the rounded corners are acting odd like they tend to in CS:GO. Did you set the smoothing groups on these areas, or is it just reacting to lower light on un-parallel surfaces?

  • Vaya
    • July 29, 2015 at 11:14 AM
    • #3

    any chance you could mark the pathing on the overview?


    Detailing looks decent- overview makes the layout look a little crazy though?

  • NIPPER
    • July 30, 2015 at 2:19 AM
    • #4
    Quote from Guadalupe

    That's just how the light turned out with default settings for full compile. Was wondering if there was some setting or technique I should be using to avoid that happening.

    Here's the three main routes. Yellow is upstairs so you could drop down to B. Red is half up half down. Blue is all downstairs. The middle area and how it connects definitely looks like a mess if I try to highlight it. Basically CTs get two ways up and Ts get one. With another "neutral" staircase for whatever team to move from B to A if they need to get there fast.

  • Guadalupe
    • July 30, 2015 at 3:40 AM
    • #5
    Quote from NIPPER

    That's just how the light turned out with default settings for full compile. Was wondering if there was some setting or technique I should be using to avoid that happening.

    You can make the corners into propper_models if you have propper configured. You can also try making them into func_details if you haven't, or increase the 50% and 0% falloff distance to light the wall more evenly (I try to keep these values at increments of 64). And if they're specifically light_dynamics, you can adjust them the same accordingly with the brightness.

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