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Posts by Squad

  • [CS:GO]de_zoo

    • Squad
    • January 11, 2015 at 3:12 AM

    Made some animal signs for the different enclosures. Was more fun to make than I expected, although it did take a while to come up with something that I think fits nice


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


    Might move this one away a bit, so it doesn't block view so much.


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

  • [CS:GO]de_zoo

    • Squad
    • January 10, 2015 at 11:44 AM
    Quote from cashed


    Most of it is vrad.

    What does your average (full compile) map compile take?


    Season takes 35 minutes on final (core i7 920)


    Reducing dead space, hidden brush zones, and lightmaps will improve compile times


    That's pretty impressive. I'm on a slower PC, but still ...


    Quote from leplubodeslapin

    Yeah i think most people don't think about optimizing the lightmaps as Cashed say.


    If you have a huge 3Dskybox, don't hesitate to use a 128 or 256 lightmap because you'll not get beautiful shadows anyway.


    That is indeed a common part of optimizing I tend to forget about.


    Quote from JeanPaul

    If its just for your own internal testing purposes you can use the entity only compile.


    Entity only compile takes less than a second and updates all point entities in the map. Updating/changing any brush entities or anything requiring vvis or vrad will break the compile though.


    EDIT: This is after youve already done a normal compile on the map and that BSP file exists in the specified map directory youre compiling into.


    EDIT EDIT: I forgot the entity only compile rules about triggers n shit but the point is if all youre doing is updating a spawn location then entity only compiles are a massive headache reducer.

    Display More


    Yup. Could come in handy to tweak small stuff or fix minor things.

  • [CS:GO]de_zoo

    • Squad
    • January 8, 2015 at 2:16 AM
    Quote from cashed

    2 hours for compiles? seems high


    Most of it is vrad.

    What does your average (full compile) map compile take?

  • [CS:GO]de_zoo

    • Squad
    • January 8, 2015 at 12:10 AM
    Quote from FMPONE

    That sideways T.V. seems a bit odd, maybe you could do a custom asset there? Also, the shadows on the ground being so red seems odd. Maybe use a local ambient light to bring out the blues there, I think that would make more sense.


    edit: but that first shot is coming along nicely


    Agreed the TV seems odd that way. I was trying something different than these wooden signboard that have been there since forever and looked like shit.

    Gonna try the local ambient light too. Thanks for the feedback!

  • [CS:GO]de_zoo

    • Squad
    • January 7, 2015 at 1:48 PM

    Some small updates.


    Replaced the hay stack with a Safari jeep prop.


    [Blocked Image: http://i.imgur.com/CDe3b5u.jpg]


    Custom fish


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

  • [CS:GO]de_zoo

    • Squad
    • January 3, 2015 at 11:13 AM
    Quote from SpronyvanJohnson

    Looks much better. The roof is also a huge improvement.


    Thanks

  • WIP in WIP, post your level screenshots!

    • Squad
    • January 3, 2015 at 2:15 AM

    Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be.

    As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though.

  • de_ironhorse (alpha_5)

    • Squad
    • January 3, 2015 at 2:10 AM

    It depends on personal preference, I guess. Some people first come up with a theme that seems interesting to them, others try to nail a layout and then come up with a fitting theme. There is an interesting article about the making of de_facade that Facade was basically build with only layout/gameplay in mind at first and only when that part was more or less done they started exploring what kind of environment/theme would fit the layout. You might want to read it


    There is no recommended workflow imo. You mentioned the (probably) two most important aspects of a CSGO/MP level: layout/gameplay and theme/atmosphere/environment. I guess you can achieve them both in different "order".

    For all it's worth de_facade might have well gotten a totally different theme. Or it would be perfectly possible to remake de_inferno into a modern looking city.

  • [CS:GO]de_zoo

    • Squad
    • December 30, 2014 at 12:04 AM
    Quote from Vaya

    How long does a full compile take for a beast like this?


    A bit less than two hours, most of which is for vrad.

  • [CS:GO]de_zoo

    • Squad
    • December 28, 2014 at 11:07 PM
    Quote from JeanPaul

    Are you compiling with -staticproppolys and -staticproplighting? That might fix the rock prop issue.


    Yes, I'm doing full compiles. The info_lighting seems to have fixed it btw

  • [CS:GO]de_zoo

    • Squad
    • December 27, 2014 at 1:15 AM

    Thanks

    No idea how many hours, but I've started the map about a year ago.

  • [CS:GO]de_zoo

    • Squad
    • December 26, 2014 at 10:26 PM

    There are two skybrushes inside that model, but the origin is not. It probably has something to do with that, I'll try an info_lighting. Thanks

  • [CS:GO]de_zoo

    • Squad
    • December 26, 2014 at 6:05 PM
    Quote from Puddy

    text_fish lmao


    I guess here's your new avatar Squad:

    [Blocked Image: http://i.imgur.com/ziiiaU2.jpg]


    Display More


    Haha

  • [CS:GO]de_zoo

    • Squad
    • December 26, 2014 at 1:53 AM

    [Blocked Image: http://cedarconsulting.files.wordpress.com/2009/09/dust-off.jpg]


    Been a while since I posted an update, so here we go.


    Mapcore easter egg


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


    Redone the enclosure on the left. I've moved it up a bit, so it's more visible. Supposed to be for meerkats!


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


    I've removed the water now, like as it has been drained for maintenance or something like that. Main reason is it is difficult to make it look good (the water was "faked").

    I'll probably have to make some changes to the parts where you can go from the path into the enclosure now. There are a bunch of wooden planks acting as a bridge on one side now.

    Rocks in the water could be removed completely, so going from A to the path would be a double jump. Not sure about this yet.


    [Blocked Image: http://i.imgur.com/6XQMuDq.jpg]


    Cut back on the lightshafts and skyglasses at B. I hope this is better now


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


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


    This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

    Anyone has any idea what is causing this and how to fix it?


    [Blocked Image: http://i.imgur.com/XWmW1Cg.jpg]


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

  • de_neutron

    • Squad
    • December 24, 2014 at 3:51 AM

    Thanks for the download link, I will check it out


    Do you have a set region in mind for the level? I mean, does it have to be Germany, or could it maybe be all around the world?

  • de_neutron

    • Squad
    • December 24, 2014 at 2:55 AM
    Quote from Single
    • Making Fnuggi less OP (ideas for this one?)


    Send on VACation? Works every time


    On a more serious note, this looks like an interesting map. Is there a download available somewhere? Didn't came accross a link in this thread.


    Btw, what's wrong with de_neutron?

  • WIP in WIP, post your level screenshots!

    • Squad
    • December 23, 2014 at 9:28 PM

    Looks awesome


    It looks like a brand new hotel that hasn't ever welcomed any guests. You should try to make it look like people (both guests and staff) were at the hotel just moments before.

    How about some baggage lying around? Either in a "tidy" way or it was left behind real quick in a "sloppy" way.

    In the second shot could be a livingroom table with some stuff on it, like people have been sitting there just minutes ago: a laptop, a briefcase, some magazines, office papers, cups of coffee. A centerpiece on the counter.


    Other suggestions: paintings/arty photographs, hotel carts, buffet carts, a ladder underneath a spotlight as if someone was replacing it, windowcleaners at work, ...

    And I don't yet see the mandatory Wet Floor sign with a mop next to it

  • Let's take a moment to talk about Turok 2

    • Squad
    • December 18, 2014 at 12:00 AM
    Quote from Marcem

    screen peeking is a legit strategy, seems that you're just bad


    Off course it is But the cardboard made the game a lot more exciting and sneaky.

  • Making of's

    • Squad
    • December 17, 2014 at 6:37 PM

    Another one from DaveJ: making Sienna

    One from Min0s: making Zest

  • Let's take a moment to talk about Turok 2

    • Squad
    • December 17, 2014 at 6:16 PM

    I used to play GoldenEye with my brothers all the time. We attached a piece of cardboard to the screen to prevent screen cheating.

    Stack + pistols + 1 hit kills > *

    Good times!


    [Blocked Image: http://theunplayables.com/wp-content/uploads/2011/07/Cardboard-Divider.jpg]

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