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Posts by Squad

  • Counter-Strike: Global Offensive

    • Squad
    • March 24, 2014 at 11:25 PM


    [Blocked Image: http://users.telenet.be/gus/lol.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • March 23, 2014 at 10:06 PM

    de_castle


    Looks awesome and really fun too. Definately needs a clipping pass: small rocks, stairs and I sometimes got stuck on props in general.

    Here's the grey SAS model I mentioned. Don't know if'll improve players' contrast enough, but it's worth a shot.


    [Blocked Image: http://users.telenet.be/gus/grey_sas_model.jpg]


    de_highlands


    I still think Ts should travel a bit longer through mid. They can sit there ready and cover the door where CTs show up if they take the stairs. Either make Ts arrive a bit later or block that sight of line somehow, so they can get out leave the building without being visible from Ts entry point.


    B needs easier access, Vilham's idea is interesting (shorter route, but you have to navigate through the lower level which makes you more vulnerable), but maybe make it lead to the ramp instead of straight to the bombspot.


    [Blocked Image: http://users.telenet.be/gus/de_highlands_angle.jpg]

  • [CS:GO]de_zoo

    • Squad
    • March 21, 2014 at 2:01 PM
    Quote from tomm


    I wish it would be possible to somehow put more animals in the zoo, but I'm afraid it's just gonna be fish I'm always open for cool ideas on how to implement them properly though


    I'd rely on sounds, maybe put some cages in a place that you can't access(but can see them) and add some lion roars or some crazy birds in the background.. I think it would make a pretty unique atmosphere


    Yup, animal sounds will definately be in to help creating atmosphere!


    Quote

    I like the theme!, very original and fresh. Only one thing that bothered me are those bulletproof bushes near bombsite A

    Adding animals that run off scared or swimming fish in the tanks would be the icing on the cake.


    Bulletproof bushes have been fixed now, might still need some finetuning, but I'll see after next playtest.

    Some aquariums have a few fishes in them at the moment (func_fishpool), but it seems they sometimes get buggy when playing online (fishes swimming out of the aquarium). Custom animated fish/animals would really be awesome


    Quote

    I think a dedicated artist would help take this one to the next level.


    Definately! If there's a dedicated artist out there that is willing to help out, don't hesitate to contact me


    Quote

    Looks really nice. Though giving it an abandoned style might work better because of the missing animals.


    True, just wanted to make a map in a more modern setting after Ali


    Thanks everyone for the comments and suggestions!

  • [CS:GO]de_zoo

    • Squad
    • March 21, 2014 at 3:29 AM
    Quote from text_fish

    Looks sweet, can't wait to try it! Are you making new animal assets, or will it just be a fish and chicken zoo?


    I wish it would be possible to somehow put more animals in the zoo, but I'm afraid it's just gonna be fish I'm always open for cool ideas on how to implement them properly though


    Quote

    I like the way you are working on your map, it's new and a bit crazy, i really would like to see animals in the map also !

    I think you should work on your textures to create some bumpmaps and specular, because currently everything is flat and matt, it could really help.

    Have you worked on the lighting yet ? (i'm asking because it's not that bad if you haven't done anything yet, but it could be much better)


    Most tetures are actually stock ones and I'm using a fair bit of cs_agency's too. So any particular ones you think need extra work?

    I haven't done a lot on lighting so far, it's definately on my to do list


    Quote

    It looks pretty polished now from when we testplayed it.


    Did you fix the weird water texture bug? (I think we were mentioning that you shouldn't apply water texture to the sides of the brushes) I think that was the only real problem I saw.


    Extra credit if you replaced chickens with turtles!


    There are a few water bugs still, so I'm not sure which one you mean. I never applied a water texture to the side of any water brush, so it must have been caused by something else (picture would always help!) /°


    Thanks for all the replies so far! I really appreciate it

  • [CS:GO]de_zoo

    • Squad
    • March 20, 2014 at 7:03 PM

    Thanks!


    @ OB: agreed with the tile floor, I had grey cobbles there before, wanted to try something more colourful, but it's too much. Will tweak it


    Quote from JeanPaul

    This is really awesome. Is that the tf2 desert rock texture in the third shot?


    Yeh, it is It's a placeholder for now, needed something that looks like a "fake rock" texture. Like this:


    [Blocked Image: http://kotv.images.worldnow.com/images/16592210_BG2.jpg]

  • [CS:GO]de_zoo

    • Squad
    • March 20, 2014 at 5:41 PM

    Hi all!


    Been working on this for a while now, thought it's about time I make a topic for it. Everything is still heavily WIP, but I just wanted to start getting feedback.


    The map is set in a zoo (duh!) and it's basically divided into a big interior (the aquarium building, where bombspot B is) and an outdoor area (bombspot A is located in one of the animal enclosures).


    On to some pictures!


    [Blocked Image: http://users.telenet.be/gus/de_zoo01.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo02.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo03.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo04.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo05.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo06.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • March 19, 2014 at 11:39 PM

    de_highlands


    Too bad some spawns weren't functional, but I do like that the gate is solid now. Makes the areas on both sides a lot less "I-can-get-shot-from-all-angles"-risky


    de_crown


    Can't really comment on the changes as I have only played the previous version offline with bots. I do agree with 'RZL that A vent wouldn't make common sense in a real environment: a stairway leading to a hole in the wall

    Giving the stairs a real purpose by adding a prop door somewhere would solve this off course.


    If there's one thing I could mention now it's that a few spots were a bit harder to spot ennemies in (mainly CTs). It's not a huge thing, but I'm bringing this up as the map is build for competitive play. I'll take some pictures of this soon for clarification.


    @ RZL: the squeaky door apparantly is a bug, so I guess that'll be fixed (unless you didn't just mean the door was audible in the whole map, but just that it's generally too loud in the nearby area).

  • Counter-Strike: Global Offensive

    • Squad
    • March 18, 2014 at 10:06 PM
    Quote from blackdog

    What tournament are you discussing guys? Anywhere where I can see the video?


    EMS 1


    And a cool video of Snax going sneaky peaky like in the grand final vs NiP

  • DE_CROWN

    • Squad
    • March 18, 2014 at 4:05 PM

    Congratz!

  • Counter-Strike: Global Offensive

    • Squad
    • March 18, 2014 at 9:10 AM
    Quote from marks

    Ah cool, don't know Snax and byali but the other 3 are legit. Anybody claiming these guys cheat is pretty lolworthy, they've been world class players for so many years now, won so many offline tournaments...


    Apparantly kuben and Loord were cut in September 2013.

  • Counter-Strike: Global Offensive

    • Squad
    • March 17, 2014 at 10:19 PM

    Actually, it's TaZ, Neo, Snax, pasha and byali.

  • Counter-Strike: Global Offensive

    • Squad
    • March 17, 2014 at 1:26 AM
    Quote from Puddy

    weren't they on the official ts? meaning everything they said was heard on the POV stream? shouldn't someone polish pick up on that?


    or maybe they were sneaky and were connected to two teamspeaks?


    I can't imagine any team being able to cheat on an offline tournament. Also, all of them have a great sense of where ennemies are in general anyway (of which I most of the time don't understand how they do it, but it boils down to tactics, communications and off course knowledge of the game/map). Loved the bit where Snax managed to sneak up behind 3 NiP guys though


    Props to V.P, I think they deserved the win and I'm glad another team has entered top tier.

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 17, 2014 at 1:12 AM
    Quote from JeanPaul

    I could be wrong but I am pretty sure the map looks too blue because he only showed the blue side + part of mid. The other half of the map is completely red-themed if I remember correctly.


    I'm aware of that, but I was only judging the individual scenes

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 17, 2014 at 1:10 AM
    Quote from Marcem

    Speaking of color, Drill's bombsite B is benefiting from having a more coherent color scheme:


    [Blocked Image: http://i.imgur.com/0hrpubS.jpg]


    Maybe it's time to mess with hdr settings...


    Readability is great. What about giving some buildings a slightly different colour without sacrificing coherence or readability (like yellow or so)?

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 16, 2014 at 11:39 PM
    Quote from RaVaGe

    [pics]


    Expect a release soon !!!!!!!1!1!1!1!1


    I dig the first picture


    I agree with Pampers though, some of it looks really blue. And while I understand the fact that TF2 requires a color scheme, it wouldn't hurt to throw in a few more texture variations in some of those places. On second look it seems like you're using more variations of the same looking material (light and darker blue, although I could be wrong and it's just different lighting angles), but on first sight it looks like the same material over and over again, which is probably what counts most for most players.


    Looking at most TF2 maps, they incorporate the "blue vs red" theme more subtle:


    [Blocked Image: http://mp1st.com/wp-content/uploads/2013/07/cp_process_2.jpg]


    Buildings with subtle hints of blue/red which however make it clear which side you're on.


    Even if you're intending to make it less subtle as most TF2 maps, I think it would still benefit from some more colour variation:


    [Blocked Image: http://thumb9.shutterstock.com/display_pic_with_logo/99118/99118,1312179795,2/stock-photo-modern-industrial-distribution-delivery-building-in-blue-and-yellow-82002772.jpg]


    [Blocked Image: http://www.sxc.hu/assets/182917/1829167480/blue-and-grey-industrial-building-533929-m.jpg]

  • [CS:GO] Arcade

    • Squad
    • March 16, 2014 at 11:38 AM
    Quote from Puddy

    1. The global lighting settings make the lighting a bit too contrast:y. I think it will be hard to read players in some of the darker spots outside. Compare you light_env setting with mirage, inferno etc.


    Here's a helpful link to have a look at official maps' environment settings: aaa_environmentgallery_v1, made by Asshat. It dates from May 2012, so not all maps will be included, but it's still great.


    Gonna have a look at your map ingame soon, just need to find a little bit of time.

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 12, 2014 at 2:34 AM
    Quote from Anduriel

    Just wanted to upload two editor shots of a CS:GO map I'm currently working on with my mate SirK. It's in an early stage, so still a long way to go. Wanted to share it also to motivate myself.


    [Blocked Image: http://i.imgur.com/hJt8ISd.jpg]


    [Blocked Image: http://i.imgur.com/D10Ug92.jpg]


    What's the theme going to be? Overall, nice start, but try to not get into to tiny details before having it properly playtested (unless you've already done so). Keep at it!

  • WIP in WIP, post your level screenshots!

    • Squad
    • March 12, 2014 at 2:31 AM

    Overall definately not too noisy. The back wall would be better with a lighter texture, especially because it's exactly where the bombspot is located.

  • [CS:GO] De_Japan (WIP)

    • Squad
    • March 11, 2014 at 11:39 PM
    Quote from AlexM

    Nice subject choice, I love the look of Shenmue, the game still looks gorgeous today.


    Here's some shots from when I was living there (okinawa and kyoto) mixed in with some other reblogs I thought were nice. Parts of Kyoto look like Shenmue. I'm not sure I have too many photos of those areas though.


    http://leveldesigninspirationmachine.tumblr.com/tagged/Kyoto


    http://leveldesigninspirationmachine.tumblr.com/tagged/Japan

    Display More


    That's a great site you got there, AlexM. Sure will come in handy sooner or later

  • Counter-Strike: Global Offensive

    • Squad
    • March 11, 2014 at 11:35 PM

    How did you end up not getting 1st spot with these individual stats?

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