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[WIP][CSGO]de_tango

  • Michael Greenwood
  • October 18, 2015 at 10:38 PM
  • Squad
    • February 9, 2016 at 11:17 PM
    • #21
    Quote from Michael Greenwood

    I have a couple conceptual questions that should be easy to answer:

    1) Should I avoid the use of trees in mid as cover/props as they are unpredictable for cover, grenades and clipping?

    ...

    4) Should metal railings (like the ones on inferno balcony) be set to not block bullets? Or be really easy to penetrate? I like metal railings for the visibility (and theme) but I don't like the unpredictability of the clipping.

    1) You should be aware that trees can have a collision model that is sometimes not accurate to the tree model itself at all (especially some of the older stock models). Other than that, it's not something that should be avoided per se, although it probably depends on the situation. You can check out the collision model in Hammer by clicking on the CM button ([Blocked Image: http://i.imgur.com/J501858.jpg]).

    2) + 3) Can't really comment on them as they're map specific and I didn't playtest your map yet.

    4) Always make railing non-solid to bullets (and possibly grenades). It's really frustrating if your shots don't hit the target because of small bits of a railing.

  • Michael Greenwood
    • February 10, 2016 at 3:20 PM
    • #22
    Quote from Squad

    1) You should be aware that trees can have a collision model that is sometimes not accurate to the tree model itself at all (especially some of the older stock models). Other than that, it's not something that should be avoided per se, although it probably depends on the situation. You can check out the collision model in Hammer by clicking on the CM button ([Blocked Image: http://i.imgur.com/J501858.jpg]).

    2) + 3) Can't really comment on them as they're map specific and I didn't playtest your map yet.

    4) Always make railing non-solid to bullets (and possibly grenades). It's really frustrating if your shots don't hit the target because of small bits of a railing.

    Thanks! I was using the standard palm tree model and it has a really wonky collision model at head height (probably the worse place for it) and would probably frustrate players far more than it adds to the map appearance-wise. Replaced with different props and brushes to encourage better play.

    I meant 2/3 as general questions, but at the same time, that doesn't make any sense when I think about it as it is completely a case by case basis kind of thing. I've also done some updates attempting to mitigate these issues.

    So I set collisions on the props to no collisions, does that fix the issue, or is there a better way?

    I'm also having trouble with my foliage props creating really weird shadows. If there's a quick fix, I'd be happy to hear it, but im going to do some research of my own as well to see what is causing it.

  • Michael Greenwood
    • March 3, 2016 at 4:28 AM
    • #23

    So I have some updates on my map:

    Album: http://imgur.com/a/VdxID

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=628691587

    Overview:

    [Blocked Image: http://i.imgur.com/B9JprE0.jpg]


    [Blocked Image: http://i.imgur.com/5SHxz6p.jpg]


    These numbers link to each image in the imgur album. 1 corresponds to the first image after the loading screen image and so forth.

  • Logic
    • March 3, 2016 at 6:01 AM
    • #24

    You can use cl_leveloverview to take better overview screenshots. Just a tip :)

  • Michael Greenwood
    • March 3, 2016 at 2:24 PM
    • #25
    Quote from Logic

    You can use cl_leveloverview to take better overview screenshots. Just a tip

    I am aware, The map does have a radar made with cl_leveloverview, I just couldn't find the source image files to add to the album!

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