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Posts by Squad

  • Counter-Strike: Global Offensive

    • Squad
    • November 12, 2014 at 2:55 PM
    Quote from jackophant


    The paris map is a nice surprise. Not sure If I'd enjoy it in match making though...


    Facade is a great little map. Pretty sure TopHatwaffle did a 'making of' series on youtube for it.


    CS_workout was tested on here and is made by a mapcorian.


    Never heard of De_season...


    I knew about workout, season and facade! It's the other 3. I didn't see them in the workshop or on here, and I really cba with fpsbanana, so that exhausts my possibilities!


    I edited my post in quote form just to draw a little attention to what was said


    Backalley has been on the workshop for over a year iirc, Marquis and Bazaar (called Pakistan first) were released before Operation Breakout.

  • Counter-Strike: Global Offensive

    • Squad
    • November 12, 2014 at 12:46 PM

    Congratz to everyone involved! Looking forward to play

  • Flame in the Flood - Ex Irrational

    • Squad
    • November 7, 2014 at 1:46 PM

    The Kickstarter campaign has ended:


    $251,647 pledged of $150,000 goal


  • [CS:GO]de_zoo

    • Squad
    • November 6, 2014 at 10:37 PM

    When it's done

  • de_stupa

    • Squad
    • November 6, 2014 at 4:24 PM

    Have you decided what the theme is going to be?

    If so, start gathering references and get a sense of what you want each area to turn into visually speaking.

    If not, choose a theme

  • [cs:go] de_log

    • Squad
    • November 6, 2014 at 1:10 PM

    Great visuals with great gameplay! I dig the colors. Good job


    And I like the name as well btw.

  • Counter-Strike: Global Offensive

    • Squad
    • October 31, 2014 at 6:21 PM

    Updates are usually on Thursdays.

  • WIP in WIP, post your level screenshots!

    • Squad
    • October 27, 2014 at 6:43 PM

    Looks like there will be a bunch of them soon


    Would be great if you'd include the Belfort in it btw!


    [Blocked Image: http://1.bp.blogspot.com/-ReeT566rypI/UQV8br_NYwI/AAAAAAAAAvM/6EzZSBGlMWI/s1600/126+Het+Belfort+te+Brugge.jpg]

  • WIP in WIP, post your level screenshots!

    • Squad
    • October 25, 2014 at 10:02 PM
    Quote from Z3LCIAH

    Working on my first CSGO map, based in Bruges, Belgium. Just playing around and experimenting so far, nothing fancy yet.


    Bruges could make a nice theme I like it so far!

  • [CS:GO]de_zoo

    • Squad
    • October 22, 2014 at 6:02 PM

    Can you show me? I'm not sure how you figured them out without having this bsp

  • [CS:GO]de_zoo

    • Squad
    • October 22, 2014 at 12:29 PM

    Thanks all!


    Quote from kinggambit

    I liked it before but it's just my own preference (i liked the contrast of warm colors outside to define the A area vs. cool shaded colors inside to define B). Also, the blue lighting really reminded me of the feeling that I was in an actual aquarium.


    On the other hand, I already managed to find some nice smokes from outside-to-inside/visa versa. I'm sure the windows could come in handy for a lot of outside-to-inside smokes (if possible).


    I like SpronyvanJohnson's idea for compromising.


    The skylights are not breakable at the moment and I don't think they'll be. The angle is too steep for grenades and func_breakables require a fair bit of resources.


    I'll probably try Sprony's suggestion about removing some of the skylights.


    Quote from Spherix

    You know, you could swap models from the func_fish_pool with other stuff...


    ...


    Use fish.


    Yeah, I've switched some fish with a placeholder model before. Just need a couple of different fishes.
    Also, I noticed it looked weird with larger models.

  • [CS:GO]de_zoo

    • Squad
    • October 21, 2014 at 10:46 AM
    Quote from jackophant

    It's a nice effect, but probably not the right setting. In my experience aquariums are usually very dark to have the best visibility inside the tank, similar to your aquarium mid to B connector, but very dark painted walls (obviously not the best for readability in a cs map). The effect you've created would look great in a jungle biome theme, like Kew Gardens or the Eden Project.


    Dammit... now I want to make a map like this :


    This part is set in a jungle setting containing freshwater fish, so it would make sense to have natural light inside (imo).

  • [CS:GO]de_zoo

    • Squad
    • October 21, 2014 at 9:19 AM

    New pictures. I opened up the roof in the main aquarium area. Better? Too much?


    [Blocked Image: http://i.imgur.com/Br643Za.jpg]


    [Blocked Image: http://i.imgur.com/yraxL3d.jpg]


    [Blocked Image: http://i.imgur.com/p2wX5D5.jpg]


    [Blocked Image: http://i.imgur.com/sjf7rzx.jpg]

  • Hammer HDR Lighting Problem (black spots)

    • Squad
    • October 21, 2014 at 7:38 AM

    Seems like there are too many different lightmaps calculated for each face. Are any of the light entities switchable, or have you given them a name? It's a classic cause of this issue.

  • CS:GO mapping phases - and some questions :)

    • Squad
    • October 20, 2014 at 1:10 PM

    Here's another interesting artilcle from will2k: Planning to win sketching your level. You should definately read it!

  • MapCore Job Census

    • Squad
    • October 18, 2014 at 1:21 PM

    Congrats, vivi!

  • [CS:GO]de_zoo

    • Squad
    • October 17, 2014 at 4:44 PM
    Quote from jackophant

    I'm sure the script itself could even have colour options.


    I've no idea how it works, but colour options are possible too. I have a heatmap from the playtest where each player has its own colour

  • NEW - de_Granada

    • Squad
    • October 17, 2014 at 4:42 PM
    Quote from Explosives

    Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help?


    You should do that from the start instead of putting it on a todo-list. Nodraw is my default texture and I fully cover each brush I make with it. Then I only texture the faces that need a texture, so I can be pretty sure most faces are covered with Nodraw and it doesn't take me a shitload of time to fix it afterwards (with a chance of missing a lot).


    Quote from Explosives

    A couple of new dev photos:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525857978/B4837912D7B1CA9E3D81E9FC95C2485C6B1E5B58/637x358.resizedimage]


    This overview suggests that you build the map in a giant hollow skybox cube. Is my assumption correct?


    The silos don't make any sense in a setting like this. I'm also not too fond of the freestanding arches you have here and there. They look weird and unnatural.


    Other than that, your map has improved a lot visually since the first screens, good job!

  • [CS:GO]de_zoo

    • Squad
    • October 17, 2014 at 3:16 PM
    Quote from jackophant

    Sorry for double post!


    Any way I can get in contact? I've found something github/demoinfogo related but it blew my mind


    Sure, I'll ask him.

  • [CS:GO]de_zoo

    • Squad
    • October 17, 2014 at 1:23 PM
    Quote from jackophant

    oooooooooooooooooooooh, how do you get the heatmaps?


    paw did them, I have no idea how to do it

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