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de_colosseum [WIP]

  • RedHawk
  • June 6, 2016 at 9:34 PM
  • RedHawk
    • June 6, 2016 at 11:17 PM
    • #21
    Quote from tomm

    24 minutes ago, tomm said: You could fire up blender and make those domes in 5 minutes.

    then spend the next 2 hours figuring out how to get them into the game.

    I see what you did there....

    Anyways I found it easy to do it the way I did.

  • Guest
    • June 6, 2016 at 11:28 PM
    • #22
    Quote from RedHawk

    7 minutes ago, RedHawk said: Anyways I found it easy to do it the way I did.

    Just because your method is easier doesn't mean it's correct. Seriously, there is a reason why the carve tool is a running joke. Don't use it!

  • RedHawk
    • June 6, 2016 at 11:32 PM
    • #23
    Quote from Wrakke

    4 minutes ago, Wrakke said: Just because your method is easier doesn't mean it's correct. Seriously, there is a reason why the carve tool is a running joke. Don't use it!

    Not even for that one single half-dome?

  • Lizard
    • June 7, 2016 at 12:03 AM
    • #24
    Quote from RedHawk

    30 minutes ago, RedHawk said: Not even for that one single half-dome?

    Yes

  • Vaya
    • June 7, 2016 at 8:53 AM
    • #25
    Quote from RedHawk

    9 hours ago, RedHawk said: Not even for that one single half-dome?

    That one dome is probably 20% of your brush limit and destroying any chances of optimisation on your map. I don't know why valve have the carvetool as an option still- does anyone (of professional level) use it?


    Regarding the map- you should build a layout before you think about how you'll implement the theme. The theme should accent the layout- Not dictate it. Rome could be pretty cool though!

  • Squad
    • June 7, 2016 at 11:10 AM
    • #26
    Quote from Vaya

    2 hours ago, Vaya said: I don't know why valve have the carvetool as an option still- does anyone (of professional level) use it?

    @KungFuSquirrel used it for koth_roundhouse. But obviously he knows what he's doing : )

    99,99999% of the time you should not use the carve tool.

    Contador knows best how often it is okay to use it:

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  • blackdog
    • June 7, 2016 at 12:39 PM
    • #27
    Quote from rosk

    14 hours ago, rosk said: Make it more interesting! I'd rather blow up some cathedrals rather than some already ruined ruins. Blowing up some Roman history seems like a bad attempt on getting them to change their entry prices to go see these rocks.

    Don't agree much with this, I would point out first that the whole area is quite open and doesn't lend itself to a great layout.

    Anyway, the way we treat our heritage in Italy, blowing up the ruins would surely make many politicians and builders (often the same people!) very happy because it would open up new development areas!

  • RedHawk
    • June 7, 2016 at 4:00 PM
    • #28
    Quote from blackdog

    3 hours ago, blackdog said: Don't agree much with this, I would point out first that the whole area is quite open and doesn't lend itself to a great layout.

    Anyway, the way we treat our heritage in Italy, blowing up the ruins would surely make many politicians and builders (often the same people!) very happy because it would open up new development areas!

    Heh, Italians never change, do they? Maybe for the greedy politicians themselves it may be good, but from a historical perspective, not as much imo.

    Quote from Vaya

    7 hours ago, Vaya said: That one dome is probably 20% of your brush limit and destroying any chances of optimisation on your map. I don't know why valve have the carvetool as an option still- does anyone (of professional level) use it?


    Regarding the map- you should build a layout before you think about how you'll implement the theme. The theme should accent the layout- Not dictate it. Rome could be pretty cool though!

    Tbh I didn´t know there even was a brush limit. And I should either not use a half-dome or make the half-dome some other way.

    Also, unlike most people, I find it hard to think of a layout without thinking of where the map is going to be set more or less. I know that in this picture the area seems very open (becuase it is), but I know that place very well and I´ve already been thinking of ways to make it more closed and with more cover.

  • Squad
    • June 7, 2016 at 4:34 PM
    • #29

    It's definately okay to have a theme in mind already when blocking out the layout. I personally find that more helpful than restricting.

  • RedHawk
    • June 7, 2016 at 9:44 PM
    • #30

    Update from today:


    This is another picture from the area:

    You can see how the ruins aren´t as open, B-site will be very CQB (I changed B for A for the sakes of it).

  • Guest
    • June 7, 2016 at 11:40 PM
    • #31
    Quote from RedHawk

    On 6/7/2016 at 9:44 PM, RedHawk said: Update from today:

    AAAAAAAAAAAAAAAAAAAAAAAAH

    Edit: One isn't carve tool.

  • RedHawk
    • June 7, 2016 at 11:43 PM
    • #32
    Quote from Wrakke

    2 minutes ago, Wrakke said: That there is three domes made with the carve tool. THREE. WHAT ARE YOU DOING? AAAAAAAAAAAAAAAAAAAAAAAAH

    Only two, I said that I´d be using only two. The one on the left is an arch with a flat wall on the back.

  • Guest
    • June 7, 2016 at 11:45 PM
    • #33
    Quote from RedHawk

    Just now, RedHawk said: Only two, I said that I´d be using only two. The one on the left is an arch with a flat wall on the back.

    Two uses of the carve tool is two uses too many. Isn't the arch on the left made with the carve tool too though? Looks like it.

  • RedHawk
    • June 7, 2016 at 11:49 PM
    • #34
    Quote from Wrakke

    Just now, Wrakke said: Two uses of the carve tool is two uses too many. Isn't the arch on the left made with the carve tool too though? Looks like it.

    M8, chill. The game is still running at 300fps (which is my max) when looking straight at them. I still have to tweek them a bit though too, and will certainly will have to work on the optimization when I need to.

    The arch on the left is made choosing the "arch" option when creating a block.

  • Plat
    • June 8, 2016 at 2:00 AM
    • #35
    Quote from RedHawk

    2 hours ago, RedHawk said: M8, chill. The game is still running at 300fps (which is my max) when looking straight at them. I still have to tweek them a bit though too, and will certainly will have to work on the optimization when I need to.

    The arch on the left is made choosing the "arch" option when creating a block.

    You do realise that it's running at 300 fps because there's barely any brushwork there to begin with. No props, no textures, nothing. Of course it's going to run well, there's not much there!

    Once all the detailing comes into place you'll realise how much those domes are going to affect your map. If you're so adamant on keeping the domes, I say go for it, but you will eventually realize why it's a bad idea and will probably scrap them in due time.

  • otoya
    • June 8, 2016 at 4:35 AM
    • #36

    considering many interesting areas to rome, why is this open area what you want to recreate in particular?

    perhaps a mix of the more modern streets opening up to historical sites that fit in csgo gameplay (not too open)

  • Logic
    • June 8, 2016 at 6:27 AM
    • #37

    If an entire forum dedicated to mapping is actively trying to make you stay away from the carve tool you should probably take their advice :)

  • RedHawk
    • June 8, 2016 at 7:55 AM
    • #38
    Quote from Plat

    5 hours ago, Plat said: You do realise that it's running at 300 fps because there's barely any brushwork there to begin with. No props, no textures, nothing. Of course it's going to run well, there's not much there!

    Once all the detailing comes into place you'll realise how much those domes are going to affect your map. If you're so adamant on keeping the domes, I say go for it, but you will eventually realize why it's a bad idea and will probably scrap them in due time.

    Quote from Logic

    1 hour ago, Logic said: If an entire forum dedicated to mapping is actively trying to make you stay away from the carve tool you should probably take their advice :)

    Okay, I see why most people don't like the varve tool, it leaves air of geometry which is hard to see through. I will keep the domes however, at least until I start seeing performance drops which I will then work on the domes tobhabe them better optimized

    Quote from otoya

    3 hours ago, otoya said: considering many interesting areas to rome, why is this open area what you want to recreate in particular?

    perhaps a mix of the more modern streets opening up to historical sites that fit in csgo gameplay (not too open)

    I'm mostly gonna center on this area. It will not be so open as you see in the pic, I have already been thinking of various ways to make it a closed map. It won't be a 1:1 sketch of the real place.

  • RedHawk
    • June 8, 2016 at 9:48 PM
    • #39

    Updates from today:

    Wooden planks can be broken.


    I want to make A site and mid first, then release it on the workshop and whilst I´m making B, adjust A according to the feedback received.

  • FMPONE
    • June 8, 2016 at 9:52 PM
    • #40
    Quote from RedHawk

    3 minutes ago, RedHawk said: Updates from today:

    Wooden planks can be broken.


    I want to make A site and mid first, then release it on the workshop and whilst I´m making B, adjust A according to the feedback received.

    Keep it up!

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