Posts by Squad
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Is that a requirement by Valve, ted?
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Sounds like a great idea!

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Quote from Vaya
Anyway, has anyone got a copy of the BSP to share?
Not publicly available afaik, but it's out there

In other news:
[Blocked Image: http://i.imgur.com/2f8uK9Q.jpg]
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This seems to be his original post. It's in Swedish though, but here's the Google translation
QuoteDisplay MoreHello,
Michael called me , I've done cpl_strike and de_mirage to CS 1.6 .
In early 2011 , I started at the Mirage 2 and a lot has happened since then ...I made it clear Mirage 2 of 1.6 in early November 2014 ( due to family and other lay it on ice for several years) .
When I started in 2011 so it is once again a 1.6 track and I had long not supposed to make it clear that when 1.6 went over to CSGO but then I think that it was so enormous potential to be even better than the Mirage I took myself the collar and made it clear Mirage 2 at the end of last year.
There must obviously be a remake of CSGO which I do not have time now that I 'm getting old ( actually true ) and spend all my time on my farm with my family. The course is either a flip or flop and anyway I want to have some help and feedback .
Below is a clip where I show Mirage 2 and the 1.6 -fashioned feeling .

Any feedback is good and there is some kind soul out there who sits on the great Hammer properties for CSGO and have more time than me, so please you, all the time you spend , however, is non-profit .
Sincerely
Michael ( BubkeZ ) -
You should really request a playtest

Let's keep it ontopic from now on!
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It would help if you tell what fucks up during the compile proces. Can you post a compile log?
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Quote from Vinneri
I don't know 3d modeling and I used GCFscape to get those out. Then I think I made mistake. I exported .vtf texture to .tga and customized it. Then I imported it back with new name and new folder etc. I can now find the model in my new folder by hammer, but it still has normal texture. So one part right, something wrong.
leplubodeslapin explained perfectly what you need to do. It won't work if you don't decompile, give it a different material name, rename the model and recompile.
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I can recommend WWMT to recompile the model. It comes with a smd/qc importer and easy to use tools for compiling.
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For regular brushes/func_detail it's dependant on the thickness and the material that is applied to it, afaik.
But the blockbullets doesn't work like they should. The name suggests it block bullets, so thickness shouldn't even matter for in this case. -
Quote from spence
Pretty sure blockbullets also blocks nades and works similar to a nodraw brush (but due to the way bullet penetration works in csgo neither of these will unconditionally block bullets unless the brush is thick enough!)
Blockbullets blocks nades ... and that's about it. You shouldn't use it to block bullets. It's either very buggy, or it simply doesn't work.
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Ontopic again

As Jackophant mentioned, you should request a playtest as soon as it's in a playable state!
Some things to take into account: add bombsite signs to help players navigate, make sure any stairs are properly clipped and add a functional radar.
Also, the overview is nice, but it would be better if spawns and bombsites are marked.
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Quote from jackophant
slightly unrelated, but is there a trick to make geometry like that? Or is it painstakingly placed brushes with the vertex tool?
As for the map, screenshots looks nice. If it's in a playable state try and get it in a map test we host here. It's great for weeding out exploits and helping balance areas
Arch tool.
[Blocked Image: https://developer.valvesoftware.com/w/images/4/43/Hammer_Arch_Dialog.png]
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Just letting you know that de_cafe is already used

[Blocked Image: http://files.gamebanana.com/img/ss/maps/4fc73178baf97.jpg]
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Quote from Vinneri
Whole day working with ground texture. Getting it done well is so hard. Want to show you how to get from error to another error and finally (maybe) to the goal.
[Blocked Image: http://puu.sh/fJAcn/f8de64f533.jpg]
I like this one. Makes it look like a tractor drove by after a hard day's work on the fields

It could use some tweaking though, like the dirt is too dark. A normal map would help the texture too.
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Awesome stuff and great to see you release it!

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Thanks everyone!
I'll definately be updating the map with tweaks/additions/changes here and there, and fixing the unevitable bugs that people are pointing out.
Just really glad to finally having released it
