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DE_Portugal

  • UNREA1
  • January 14, 2017 at 8:42 PM
  • UNREA1
    • January 14, 2017 at 8:42 PM
    • #1

    Alright guys, sorry for the long wait, most of you probably don't even remember who I am anymore. But I feel obligated to let you know that I finally released DE_Portugal.

    Workshop link:http://steamcommunity.com/sharedfiles/fi…s/?id=842297085

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/99477156195848342/067BB827A516297BB6D1ED6E2479A774C7AABADE/]

    Yeah, it took me like a year and 4 months, mostly because life got in the way (multiple times) and I've lost motivation. Lots of f-ed up sh*t happened. However I have great friends who pushed me to the finish line, and I finally decided to get back to it and finishing. I can't say I'm proud of this map, but I'm definetely proud I was able to release it.

    Workshop link:http://steamcommunity.com/sharedfiles/fi…s/?id=842297085

    Thanks to everyone who gave their contribution to this project, I'm sorry if I disapoint you. Probably won't be touching this for atleast 1-2 weeks. I need to take a rest.

  • Radu
    • January 14, 2017 at 10:20 PM
    • #2

    Nice one! I remember when this map was in the greybox stage and was already looking pretty promising. Btw, I know you from gamebanana. Can't believe it's been 5 years since that junkyard contest.

  • UNREA1
    • January 15, 2017 at 12:10 AM
    • #3
    Quote from Radu

    1 hour ago, Radu said: Nice one! I remember when this map was in the greybox stage and was already looking pretty promising. Btw, I know you from gamebanana. Can't believe it's been 5 years since that junkyard contest.

    Haha thanks man, people seem to be cheering me up with this one.

  • -HP-
    • January 15, 2017 at 2:29 AM
    • #4

    Looks like tugaland alright! :D

  • will2k
    • January 15, 2017 at 4:31 PM
    • #5
    Quote from UNREA1

    19 hours ago, UNREA1 said: sorry for the long wait, most of you probably don't even remember who I am anymore.

    Who are you???? :D

    Great work buddy.

    I would suggest to add 3-4 more screenshots to this thread to better showcase and promote the map :)

  • blackdog
    • January 15, 2017 at 4:33 PM
    • #6

    Congrats on the release! Would have liked some more shots ;)

  • UNREA1
    • January 15, 2017 at 6:20 PM
    • #7
    Quote from will2k

    1 hour ago, will2k said: Who are you???? :D

    Great work buddy.

    I would suggest to add 3-4 more screenshots to this thread to better showcase and promote the map :)

    Thanks man! <3 There ya go

    Quote from blackdog

    1 hour ago, blackdog said: Congrats on the release! Would have liked some more shots ;)

    There. <3

  • Jeddyk
    • January 15, 2017 at 10:32 PM
    • #8

    Congratulations on releasing , This looks amazing and fun , gonna have to give it a try


    also there seems to be a radar bug on your workshop , the CT side the radar is working well , while on the T side there is no radar whatsoever

  • UNREA1
    • January 15, 2017 at 11:26 PM
    • #9
    Quote from Beannie

    52 minutes ago, Beannie said: Congratulations on releasing , This looks amazing and fun , gonna have to give it a try


    also there seems to be a radar bug on your workshop , the CT side the radar is working well , while on the T side there is no radar whatsoever

    Thanks man! Yeah I already took notice of this and will be fixing soon. That's because I made a layered radar, but for some reason the upper and mid height parts work, the lower one doesn't. Should be an easy fix anyway when I look into it. :P

  • UNREA1
    • January 16, 2017 at 2:18 AM
    • #10

    Alright I might need some help right now. The original version like @Beannie mentioned it had a problem which was causing the lower radar not loading. The .txt file looked something like this:

    Spoiler // HLTV overview description file for de_portugal_rc1.bsp

    "de_portugal_dev013" { "material" "overviews/de_portugal_rc1" // texture file "pos_x" "-2787" // upper left world coordinate "pos_y" "3090" "scale" "5.50"

    "verticalsections" { "upper" // i.e. de_portugal_rc1_upper_radar.dds { "AltitudeMax" "10000" "AltitudeMin" "1408" } "default" // use the primary radar image { "AltitudeMax" "1408" "AltitudeMin" "1152" } "lower" // i.e. de_portugal_rc1_lower_radar.dds { "AltitudeMax" "1152" "AltitudeMin" "-10000" } } // loading screen icons and positions "CTSpawn_x" "0.50" "CTSpawn_y" "0.14" "TSpawn_x" "0.50" "TSpawn_y" "0.94"

    "bombA_x" "0.31" "bombA_y" "0.23" "bombB_x" "0.66" "bombB_y" "0.32"

    }

    So all I did was switching the _dev013 to _rc1 to match the current map name. (Even tho I don't think that first line is used for anything really) I went on to update the map on the Workshop_publish tool, and asked a friend, who had the same bug to test it out. Surprise, surprise, its even worse and aparently now is acting totally random.

    So, I'm extremly pissed now.


    Update as I was posting: It seems that the Workshop does not look for the upper and lower files. So VALVe is actually to blame here. I thought this layered radar thing was gonna become a thing, but the Workshop doesn't even support it aparently. :( It's the only reason I can see that this is happening... BTW I came to this conclusion after running like 5 different updates on the dev build in the Workshop, which has 15,000 subscribers... So sorry guys! :|


    Another fun fact: I cleaned my radar file to look like this:

    Spoiler // HLTV overview description file for de_portugal_rc1.bsp

    "de_portugal_rc1" { "material" "overviews/de_portugal_rc1" // texture file "pos_x" "-2787" // upper left world coordinate "pos_y" "3090" "scale" "5.50"

    // loading screen icons and positions "CTSpawn_x" "0.50" "CTSpawn_y" "0.14" "TSpawn_x" "0.50" "TSpawn_y" "0.94"

    "bombA_x" "0.31" "bombA_y" "0.23" "bombB_x" "0.66" "bombB_y" "0.32"

    }

    And guess what, my game still knows the exact height coordinates to switch between lower,normal and upper layers!! This is absurd. Where is this information stored? I even restarted my game... :C


    New update: managed to fix the bug in the _dev build, gonna roll it out on the main one... I'm tired.


    Solution:

    Don't ever use layered radars unless you work for VALVe and you're making de_nuke.


    EDIT: So I managed fixed that... The way I did it was I removed the upper and lower layers. Switched the radar names to new ones (just in case) and it worked on my friends PC, so now I'll be rocking my sick layered radar, while you subscriber plebs will be playing with a flat boring default one. Sometimes I wish someone at VALVe would listen to me whine about all the quality of life updates they could do to the Workshop. It's 2017 and each time you update half your maps description is gone. Layered radars are not supported by the Workshop even though they work if you have the files. Self-promoting people on my maps page... Gambling websites non-stop... I thought penis ASCCI copypasta was bad enough.. Do they not see this? :( AAAAAAAAH!111

  • leplubodeslapin
    • January 16, 2017 at 10:17 AM
    • #11

    Use Vide, Pakrat or a software like that to add your radar files in your map (all of them). You'll probably just have to edit the paths to make sure it's a relative path (from the csgo/ folder).

    About the people self-promoting or posting gambling websites : just block them. I've been doing that for ages (i go to their steam profile, block communication with them and then delete their comment), and i'm receiving less and less stuff like that.

    Or at least, just delete them. It will only last 1 week (during which you'll have a huge amount of comments like that).

  • RA7
    • January 17, 2017 at 8:24 AM
    • #12

    Good job :)

  • Squad
    • January 17, 2017 at 10:13 AM
    • #13

    I definately remember you and this map when you first posted it. It looked already very promising back then :)

    Congratz on the release!

    The layout seems really fun and overall it looks nice :)

    Even if you're not gonna touch it in the coming weeks, here is some feedback.

    Tone down the saturation of all the coloured plaster in your map. Softer colours work better.

    I would also get rid of some of the colour variations regarding the plaster, or at least group them together more in different areas of the map (but I'd go with lesser colours personally). In the picture below, you have 4 different colours going on (blue, yellow, red and green).

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/99477156195848342/067BB827A516297BB6D1ED6E2479A774C7AABADE/]

    Here is a comparison picture with toned down saturation on the coloured plaster. Note that I also toned down the red on the Vespa.

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

  • wylde
    • January 17, 2017 at 3:51 PM
    • #14

    This looks very nice. Congrats on the release!

    When you take a look at the map in a week or two to address some small things, I think a few tweaks to the lighting/some textures might make it look better, but Squad probably hit it on the head already.

    There is an (unintended?) cartoonish effect from the current bright colors that is similar to de_pharoah's early builds, which were eventually addressed and made for a much more visually appealing map.

  • UNREA1
    • January 17, 2017 at 7:43 PM
    • #15
    Quote from Squad

    9 hours ago, Squad said: I definately remember you and this map when you first posted it. It looked already very promising back then :)

    Congratz on the release!

    The layout seems really fun and overall it looks nice :)

    Even if you're not gonna touch it in the coming weeks, here is some feedback.

    Tone down the saturation of all the coloured plaster in your map. Softer colours work better.

    I would also get rid of some of the colour variations regarding the plaster, or at least group them together more in different areas of the map (but I'd go with lesser colours personally). In the picture below, you have 4 different colours going on (blue, yellow, red and green).


    Here is a comparison picture with toned down saturation on the coloured plaster. Note that I also toned down the red on the Vespa.

    Display More

    Indeed, the colors could be a little less saturated. Could a similar effect be achievable using Color Correction? I never got to play around with it, not even sure if CS:GO supports it. It would just save me time of going through all the textures again, and perhaps make the map art look more consistent. And since we're talking about colors, I should add that in the begining I actually studied this before starting and ran some tests using Adobe Color to figure which ones would really complement each other. :P I knew I wanted to use those 4 colors (most used in these typical houses), and I actually put a lot of effort in the prep fase to get everything right. xD

    I'll look into this. Thanks for the comment!


    Quote from wylde

    3 hours ago, wylde said: This looks very nice. Congrats on the release!

    When you take a look at the map in a week or two to address some small things, I think a few tweaks to the lighting/some textures might make it look better, but Squad probably hit it on the head already.

    There is an (unintended?) cartoonish effect from the current bright colors that is similar to de_pharoah's early builds, which were eventually addressed and made for a much more visually appealing map.

    Already had a very nice chat with leplubodeslapin, who recomended me a guide to perfect the maps lighting, and I'll definetely be improving it in the final version eventually!

    About the textures, yeaaah.. xD I'm definetely not a 2D artist. I do try my best though to do something with what I've got! I hate the contrast between the custom textures and the dirtier ones - specially in the winery area (path to A). I'll be looking to fix this issue as well. Thanks! <3

  • Jeddyk
    • January 17, 2017 at 7:50 PM
    • #16
    Quote from UNREA1

    7 minutes ago, UNREA1 said: About the textures, yeaaah.. xD I'm definetely not a 2D artist. I do try my best though to do something with what I've got! I hate the contrast between the custom textures and the dirtier ones - specially in the winery area (path to A). I'll be looking to fix this issue as well. Thanks! <3

    you could download some textures here http://www.textures.com and modify them to your liking or you could do like some people, pick a camera (decent one of course) and take pictures of like walls or something , just make sure there is no sun light on your picture

  • UNREA1
    • January 17, 2017 at 7:53 PM
    • #17
    Quote from Beannie

    17 minutes ago, Beannie said: you could download some textures here http://www.textures.com and modify them to your liking or you could do like some people, pick a camera (decent one of course) and take pictures of like walls or something , just make sure there is no sun light on your picture

    Yeah, I did that for some, stone wall, stones, etc. :)

    A few reference images to show where I got inspiration from, Portugal is a very beautiful country you people should definetely consider visiting us if one day you get the chance to!

    Spoiler [Blocked Image: http://mw2.google.com/mw-panoramio/photos/medium/72846902.jpg]

    [Blocked Image: http://img01.rhimg.com/h.2740033.320.215.0.0.wm.2649cf38.jpg]

    [Blocked Image: http://static.panoramio.com/photos/large/61760157.jpg]


    The following two are from Aveiro, the train station and some popular houses that I decided to scrap because it would have transformed the map into a much more beachy like area.

    [Blocked Image: http://i1.trekearth.com/photos/67194/im000643_estacao_d__aveiro.jpg]

    [Blocked Image: http://www.portugal-live.net/images/stories/rotators/places_do_see/centre/aveiro/06.jpg]

    This is Monsanto, I never went there but I'd love to one day.

    [Blocked Image: http://www.vortexmag.net/wp-content/uploads/2015/03/monsanto123.jpg]

    [Blocked Image: http://www.leme.pt/imagens/portugal/idanha-a-nova/monsanto/0002.jpg]

    With this map I tried to go for a mix of all these elements (there were more) but I thought it would be too much. In the end I think those I selected worked well together.

  • Radu
    • January 17, 2017 at 8:59 PM
    • #18
    Quote from UNREA1

    1 hour ago, UNREA1 said: Portugal is a very beautiful country you people should definetely consider visiting us if one day you get the chance to!

    I briefly visited Portugal back in march 2015 with my dad. We stayed one night in Esmoriz and another in Porto. It's pretty cool to walk the narrow streets at night. Some guy even offered to sell us coke.

  • El Moroes
    • January 18, 2017 at 1:38 AM
    • #19
    Quote from UNREA1

    5 hours ago, UNREA1 said: Yeah, I did that for some, stone wall, stones, etc. :)

    A few reference images to show where I got inspiration from, Portugal is a very beautiful country you people should definetely consider visiting us if one day you get the chance to!

    http://# Hide contents This is Monsanto, I never went there but I'd love to one day.

    [Blocked Image: http://www.vortexmag.net/wp-content/upl…monsanto123.jpg]


    With this map I tried to go for a mix of all these elements (there were more) but I thought it would be too much. In the end I think those I selected worked well together.

    Display More

    Infernooooooo cs 1.1 !!! :D By the way you did a nice work on this map even if you should improve your texture and perhaps trying to have a much warmer atmosphere ;)

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