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Posts by Squad

  • de_zoo

    • Squad
    • March 9, 2015 at 11:07 PM
    Quote from TheGuma

    Doesn't it add additional size to pack?


    I used a stock one first (vertigoblue iirc), but it has the sun painted on it and it didn't match with my env_sun entity.

    Yes, a custom sky adds to the filesize, but it's only 2,25 mb total. For comparison, other skies can go up to 18 mb.

  • de_zoo

    • Squad
    • March 9, 2015 at 10:28 PM

    Updated the workshop today!


    A bunch of additions and changes. Too many to list them all, but in a nutshell:


    - new custom sky

    - new 3D sky (featuring mandatory Golden Gate bridge!)

    - tweaked env lighting

    - physics added to the ball and tire swing (thanks to Leplubo for helping out with that part!)

    - various new and updated models and textures

    - lowered filesize to 150 mb (might still need some tweaking)

    - improved clipping


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267634/AF8D57F0E7DF858053823C3347D1CA4F47FF0620/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267658/CDC04E9957F5A4A3C098CF9ADC2634F08178EE80/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267673/1DFC6F6401BBFD6E200A48701F7923277FA84613/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267686/DE20B6F5477E2EF101AD045C6330785896CFB3E6/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267703/D72B97F6AD1826C375D34389254C8D733A3B36EA/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267715/0392B77BA28D2857BD0125686A95995D44787D00/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/39743289290267724/CDFC19F722EA2C8705968A142A2E1F044582661E/]


    PS: I fucked up one infoboard texture inside the aquarium, it's glowing like hell will fix that tommorow or so.

  • [CS:GO]de_acceleration

    • Squad
    • March 9, 2015 at 3:33 PM

    Congratz on the release!


    Looks great

  • [csgo] cs_cruise

    • Squad
    • March 8, 2015 at 12:08 AM
    Quote from kinggambit

    Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0


    I have "r_drawviewmodel 0" and "cl_drawhud 0" bind to a key. Same for turning them back on again.

  • Counter-Strike: Global Offensive

    • Squad
    • March 7, 2015 at 3:15 PM
    Quote from blackdog

    We played many clan wars on prodigy, I'm surprised it hasn't been remade by anyone.


    It has.

  • [CS:GO] de_maneuver

    • Squad
    • March 6, 2015 at 8:44 PM
    Quote from nbman

    Squad, we're kinda new to mapmaking, so we didn't new the importance of func_detail in the beginning. But we're going to add this in the closest update.


    Ok, didn't know

    If you want to learn more about optimizing and the various ways to do this, you might wanna check out Will2k's "Man vs engine", which can be found here. He explains func_details really well with clear images.

  • [CS:GO] de_maneuver

    • Squad
    • March 6, 2015 at 7:48 PM

    Welcome!


    Quote from nbman

    for now map doesn't have func_details


    Why? There's no good reason to not do this. In fact, you should do it "as you go", it'll save you a lot of time afterwards and there's less of a chance to forget turning stuff into func_details.

  • Valve: Future Hardware Plans

    • Squad
    • March 5, 2015 at 11:42 PM
    Quote from General Vivi

    WUT, sic bro. What's Agency?


    Pretty sure it's that map by Rick!

  • [csgo] cs_cruise

    • Squad
    • March 5, 2015 at 11:23 AM
    Quote from FMPONE

    Like I say, purple and turqoise. I don't think you should run away from Workout's aesthetic, which was white and true blue colors, but move to something a bit more regal and at the same time a little bit tacky


    That has Mapcore's colours all over it!


    I like the theme and it'll be very cool to see it progress in this topic

  • Counter-Strike: Global Offensive

    • Squad
    • March 4, 2015 at 3:22 PM
    Quote from blackdog

    Also, a question arising from your comment about Nuke: he has been doing consulting for Valve to suggest changes? Anyway dunno what i missed, but to me looks the same as it has been for the last decade?


    Read this.


    tldr: basically Valve adopted a lot of changes Volcano made to Nuke.

  • What makes a good CS:GO Competitive map?

    • Squad
    • March 4, 2015 at 1:44 PM
    Quote from unremarkable player

    I recall that Ali has a nice alternate path on the left from T spawn when heading towards B to flank anyone in the cellars


    Yep, although it wasn't there until operation Phoenix

  • What makes a good CS:GO Competitive map?

    • Squad
    • March 4, 2015 at 12:34 PM

    Should be an interesting topic


    Quote from unremarkable player

    - At least 3 access points (2 main, 1 secondary) to a bomb site


    This doesn't apply to all maps, for example inferno's bombspot B. Depending on how you look at it, it has one (Ts taking, unless they go through A) or two access points (CTs retaking) imo. I guess it also depends on how you'd define an access point.

  • Source 2!

    • Squad
    • March 4, 2015 at 11:29 AM
    Quote from aprats

    There were rumors that the Counter Strike Global Offensive be updated to Source 2. Do you know anything?Is it worth starting new maps now?


    That's probably just what it is, a rumor. If Valve hasn't mentioned anything about CSGO going to Source 2, then there's no reason to go all crazy about it imo.


    Off course you can still start new maps, even if Source 2 is just around the corner. I can't imagine there won't be an easy way to port what you already made to Source 2 and go from there.

  • Counter-Strike: Global Offensive

    • Squad
    • March 3, 2015 at 11:32 AM

    Not so sure about Keyd Stars (KaBum), but it's nice to see a new team from outside Europe/NA competing at the top level


    [Blocked Image: http://i.imgur.com/J4Fe3LJ.jpg]

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 1, 2015 at 8:20 PM
    Quote from text_fish

    I really like the look of it! You should get it on a playtest.


    QFT

  • [CS:GO] DE_Resort

    • Squad
    • March 1, 2015 at 8:08 PM

    Congratz on release! Been waiting for this one and it looks absolutely fantastic

  • What I'm Working On

    • Squad
    • March 1, 2015 at 2:22 AM

    Stream was enjoyable! Best part was without a doubt where you explained aligning textures

  • (dota 2) curse of river's end

    • Squad
    • February 28, 2015 at 8:14 PM

    Great work! Was nice to see the pictures on Steam during the last couple of months and watch it progress


    The blue mailbox below looks out of place though. Is it a placeholder?


    Quote from mr.P

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/529505966162069863/D7951CB601221AC6438A76DA204116C22CC61025/]

  • MapCore Job Census

    • Squad
    • February 25, 2015 at 10:22 PM

    Congratz!

  • [CS:GO][WIP] de_arizona (Motel) - Source files available

    • Squad
    • February 25, 2015 at 8:48 AM

    Damn, I keep missing the playtests


    Map is looking cool so far!

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