Quote from SquadAdd a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.
Example picture:
Doesn't this cause issues with grenades?
Quote from SquadAdd a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.
Example picture:
Doesn't this cause issues with grenades?
Thanks to Marnamai and Squad for helping out! My meat is swinging now!
A site felt a little bland. I'm doing some updates on it:
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Though it may have gone from 'too bland' to 'too dramatic'. I'm not too sure about this change.
The layout is final, depending on the mapcore playtest. If that goes well, I'll ship this map and start something new.
Quote from Tyker
How do you get this sort of smokey dust effect? I noticed it on old version of nuke but there appears to be no trigger block set to anything to tell it to exist.
It is a particle system with "aztec_fog_volume" attached. To check out the particles in hammer you'll have to retrieve them from the .vpk files and put them in your CSGO directory.
In other news: I've updated the map on the workshop for those who would like to take a look in-game, and play it! There will also be a mapcore playtest of this map on the 19th!
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I've also added to the swinging meat, that is the prop_physics_multiplayer, a server side flag. This would hopefully alleviate any hit/miss discrepancies when it comes to gunfire.
And last, but not least, I've added a text description on the workshop, for those who like to read about the lore of the map: https://steamcommunity.com/sharedfiles/fi…s/?id=481597483
So I am having issues with the 'fog' on A site:
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It is a particle system with "aztec_fog_volume" attached. It works fine everytime I try it out solo, but during multiplayer the particles either appear or not appear randomly for players. This can change inbetween rounds, as suddenly other players can see them and others cannot. I have no idea what's going on here! Does anyone know why this might happen?
There is no timer or trigger attached to the particles, they just always emit. The CSGO settings I use are allways the same, and even for me they appear or disappear randomly between rounds , so the settings are not an issue either.
I have not seen this problem in other maps, but then again most do not use these kinds of particles. Does anyone know how I could fix this?
Check de_aztec and compare the behavior of this particle. If it does the same then it could be that the particle has a life span and does not emit indefinitely.
Quote from will2kCheck de_aztec and compare the behavior of this particle. If it does the same then it could be that the particle has a life span and does not emit indefinitely.
I checked the de_aztec_main.vmf in the CSGO files, but I couldn't find any trace of an "info_particle_system". Weird. Maybe Valve discontinued the use of this particle?
And no, as said before it has nothing to do with a lifespan or settings, as the particles appear for some players and do not appear for others.
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Aaaah, I see that's de_aztec_d, a decompiled version. I was using the regular vmf file in the CSGO files. I'll decompile the latest version and take a look there, thanks!
Edit: I checked it out, and there aren't any differences in settings. No input or output either. Still no clue why the particles appear and disappear randomly for random players between rounds. ![]()
Quote from TykerDisplay MoreIt is a particle system with "aztec_fog_volume" attached. To check out the particles in hammer you'll have to retrieve them from the .vpk files and put them in your CSGO directory.
In other news: I've updated the map on the workshop for those who would like to take a look in-game, and play it! There will also be a mapcore playtest of this map on the 19th!
[Blocked Image: http://i.imgur.com/HKhYwX5.jpg]
[Blocked Image: http://i.imgur.com/zwsAFPZ.png]
[Blocked Image: http://i.imgur.com/Y07dJgW.png]
[Blocked Image: http://i.imgur.com/dtNvWf3.png]
[Blocked Image: http://i.imgur.com/Z8DDfop.jpg]
[Blocked Image: http://i.imgur.com/GOogdUQ.jpg]
[Blocked Image: http://i.imgur.com/C9uhlcw.jpg]
[Blocked Image: http://i.imgur.com/JPc6qkw.png]
[Blocked Image: http://i.imgur.com/VzIrLIj.png]
I've also added to the swinging meat, that is the prop_physics_multiplayer, a server side flag. This would hopefully alleviate any hit/miss discrepancies when it comes to gunfire.
And last, but not least, I've added a text description on the workshop, for those who like to read about the lore of the map: https://steamcommunity.com/sharedfiles/fi…s/?id=481597483
This is kind of gloomy but it's shaping up very nicely. Good job.
Thanks! Although some of the gloomyness comes from a weird filter that either the source engine or imgur puts on the screenshots. In-game it looks a lot better, and playtesters also said this yesterday. I'm not sure where that problem lies. Maybe I can upload screenshots directly to mapcore instead?
Like this, testing 1 2 3:
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I think I speak more of the theme. No way to change that really, but congrats on evoking emotion, which is important.
I like this, too bad I missed the playtest. Swinging meat on a moving func_train when?
Still needs carcasses moving around the map. :U
I'd expect more blood, maybe even bloody footsteps leading the player's eyes to an important point in the map.
Quote from KlemsI like this, too bad I missed the playtest. Swinging meat on a moving func_train when?
Quote from OverdozizStill needs carcasses moving around the map. :U
Sure! But only if:
1. You can find a way to do this that would not severely impact precision gameplay and server performance. Mind you: Performance wise the best case scenario for this map is 5v5 competitive and the worst case scenario is 15v15 on Deathmatch.
2. You can find a logical reason for them to be moving in a perpetual loop, considering in a real slaughterhouse the line has a start an end. Basically: Why would you lead a skinned and cut carcass back to be shocked? That's Frankenstein territory!
Quote from tommI'd expect more blood, maybe even bloody footsteps leading the player's eyes to an important point in the map.
Because this is text on the internet, I have no idea if you're being sarcastic or not! Do you actually think the blood on the grating in mid is too much?
not being sarcastic, I felt like the map was rather clean overall.. which could be a good or bad thing, some people prefer cleanliness in maps.
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When I was sniping here in the playtest, I had to retreat, but I didn't want to turn around. So I moved backwards but got stuck on the sides all the time. I think you should just clip this part ![]()
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T's have to move all the way over here to see the 2 arrows pointing down to A. I'd try to clarify this part abit more (further away) for the T's so they know they have an enterance to A there.
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I think you can improve the look of this room. The ramps have very sharp corners and it looks unnatural. As T, I wanted to jump down from the top of the stairs so I wasn't at such a big disadvantage if I would've moved down the ramps (CT's will see your legs first). But it was kind of awkward to jump down since the roof is so close to your head.
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Same thing here, looks abit unnatural.
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If you were some seconds late to the party as T, this spot were so dangerous because of how dark it is and the chance of lurking CT's. I'd suggest brightening it up abit
There's also a dark spot under the "bridge" at bombsite B. But that could be discussed if it should be there or not.
Very good job so far! Big thumbs up! Looks good. You need to work on the performance though. Getting low fps ![]()
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