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de_dawn [WIP] and lots of newbie questions

  • lynx
  • January 25, 2016 at 10:36 PM
  • Tomato
    • February 2, 2016 at 2:07 PM
    • #21
    Quote from lynx

    I also find it easier to do it with dev textures and then nodraw the non visible areas afterwards. Any tips about size, timings etc? my maps always end up too big or too small/ too open or too wide.

    I guess that's something you have to feel, or playtest your map and normally people will complain about these things so you can change it in the next iteration.

    If i'm not sure about a width or size of a corridor, I have a look at the official maps and the corridor size they use. Next to that I think about what purpose this corridor has.
    Is it a chokepoint? Or a path to rotate? Do I need many people passing by at the same time? (like the spawn area on inferno , I hate the blockfest) and so on.
    I think it's just a lot of common sense and feel. Then the "visuals" of the map have to follow these constraints, not the way around.

  • jackophant
    • February 2, 2016 at 4:12 PM
    • #22

    I typically keep paths 128-192 units wide. Of course there are times when there's a much tighter choke point like double doors, or a much wider area. I don't think there's any set rule on how wide to make something, just make sure it's wide enough for purpose and doesn't have too much dead space.

    Look at Dust2 T spawn > B tunnels, that whole outside area could just be a path, but instead it's multi-levelled and is nice and open.

  • lynx
    • February 3, 2016 at 10:03 AM
    • #23

    UPDATE: A lot has changed.

    -removed one entrance to B for the Ts, added one for CTs

    -added sniper nest for Ts and CTs on A

    -made vent bigger to allow mid smokes

    -added Triggers for bomb zones, added props, buyzones etc.

    http://steamcommunity.com/sharedfiles/fi…s/?id=609252759

  • jackophant
    • February 3, 2016 at 10:49 AM
    • #24

    Good to see some of these changes, but please make my suggested lighting change. Current lighting is too dark to playtest. You can't even see your weapon skins!

  • lynx
    • February 3, 2016 at 12:09 PM
    • #25

    yeah, youre right. i added some lighting as one bombite is inside(kind of a warehouse), but i need to change it as it looks super artificial (very cold, blue light)

  • Vaya
    • February 3, 2016 at 12:15 PM
    • #26

    use light_environment!

  • jackophant
    • February 3, 2016 at 12:32 PM
    • #27
    Quote from Vaya

    use light_environment!

    @lynx has, but the pitch is very bad. You can see in the 3rd screenshot that the sun is basically shining directly sideways.

    Try this: sky_cs15_daylight02_hdr

    [Blocked Image: http://i.imgur.com/BPld0VB.png]

    And this:

    [Blocked Image: http://i.imgur.com/9Oc4e5Y.png]

  • lynx
    • February 3, 2016 at 2:41 PM
    • #28

    Thank you so much! I just tried it and it fits the "dawn" theme. but maybe its too dark for gameplay, we'll see

  • lynx
    • February 7, 2016 at 9:45 AM
    • #29

    -Bombite B has been detailed a bit (ladders, pallet to prevent fall damage, additional cover, crates etc.)

    Overview:


  • Vorontsov
    • February 7, 2016 at 12:16 PM
    • #30

    That looks extremely small

  • lynx
    • February 7, 2016 at 5:48 PM
    • #31

    Youre right. It is. But its my first serious attempt on a 5v5 map and i didnt really know the proportions, timings etc. Rush timings to either bombsite are about 9-10 seconds. :D

  • lynx
    • February 23, 2016 at 9:33 PM
    • #32

    hey there,

    sad news: i stopped working on this map. but dont worry, new map is in the works!

    i run into a weird issue: when i want to join the team, the map starts loading again. any fix?

  • Vaya
    • February 24, 2016 at 12:16 AM
    • #33

    that normally means you fucked up the buyzones so they are solid.

  • lynx
    • February 24, 2016 at 6:01 AM
    • #34

    Well, i didnt even add buyzones yet. Only One spawn and you dont spawn in the floor.

  • esspho
    • February 24, 2016 at 9:56 AM
    • #35

    This is normally caused when there is no valid spawn. Try to add some more spawns and make sure to move them up a bit (16 units or so).

  • jackophant
    • February 24, 2016 at 9:59 AM
    • #36

    Also seems a little early days to drop this map? I'm sure there's a lot more you can learn from this before moving on to a new project.

  • lynx
    • February 24, 2016 at 1:30 PM
    • #37
    Quote from esspho

    Try to add some more spawns and make sure to move them up a bit (16 units or so).

    thanks, i tried that already but i didnt work :/

    Quote from jackophant

    Also seems a little early days to drop this map? I'm sure there's a lot more you can learn from this before moving on to a new project.

    yeah, but i figured out that it had lots of fundamental mistakes, i ran into a lot of problems. But i definitely learned a lot.

  • jackophant
    • February 24, 2016 at 2:28 PM
    • #38
    Quote from lynx

    yeah, but i figured out that it had lots of fundamental mistakes, i ran into a lot of problems. But i definitely learned a lot.

    If you don't learn to fix those fundamental problems, what's stopping you from making them again?

    Right now you think you won't make the same mistake, but if you fix it we will know you have learnt from it.

  • Logic
    • February 24, 2016 at 2:32 PM
    • #39
    Quote from jackophant

    If you don't learn to fix those fundamental problems, what's stopping you from making them again?

    Right now you think you won't make the same mistake, but if you fix it we will know you have learnt from it.

    This ^^^^^^^^^^^^^^^^^^^^ x 100!

    Quote from lynx

    Well, i didnt even add buyzones yet. Only One spawn and you dont spawn in the floor.

    Quote from lynx

    thanks, i tried that already but i didnt work :/

    If you haven't solved the spawning issues then you're going to run into a lot more and a lot harder problems down the line.

  • esspho
    • February 24, 2016 at 3:37 PM
    • #40
    Quote from lynx

    thanks, i tried that already but i didnt work :/

    Does the console give you any messages about invalid spawnpoints?

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