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Posts by Squad

  • WIP in WIP, post your level screenshots!

    • Squad
    • December 15, 2013 at 5:54 PM

    @ KOLARI: I like the moody atmosphere it has now. But as TermInator said, it's probably a bit hard to see other players.

    What about trying some lighter textures on the buildings? It could help in readability and drawing player's attention. Or even better, use lighting to improve player guidance (thinking building exterior lights, fire, beacons, interior lights illuminating outside through windows, ... ).


    [Blocked Image: http://ropcorn.com/a/bubbetorps-christmas-market23.jpg]


    [Blocked Image: http://1.bp.blogspot.com/-tzoese0qcIs/TrhC9GG-OMI/AAAAAAAAB78/POTmeuqb2Ps/s640/anna-laure_amsterdam.jpg]


    Perhaps a bit cliché, but a lighthouse on top of that mountain would be cool too:


    [Blocked Image: http://visualparadox.com/images/no-linking-allowed-main/beacon800.jpg]


    [Blocked Image: http://thefuturebuzz.com/pics/lighthouse/lighthouse.png]

  • [Help] Measures of the walls

    • Squad
    • December 15, 2013 at 5:35 PM

    Dimensions

    WoLD dimensions

  • Company of Heroes 2

    • Squad
    • December 14, 2013 at 3:18 PM

    Haven't got a chance to play it, tbh


    Btw, you probably noticed, but there's a COH2 workshop now, so you can get a lot of extra content there as well

  • Source SDK tips?

    • Squad
    • December 13, 2013 at 11:22 AM

    No problem! I'll post more when I find it

  • Source SDK tips?

    • Squad
    • December 13, 2013 at 2:34 AM

    Here are a few more interesting links:


    World Of Level Design: CS:GO How to Design Gameplay Map Layouts

    Ben's Small Bible of Realistic Multiplayer Level Design


    Both cover examples that either are about CSGO, or could be applied to it.


    Here's a forum post at Interlopers that has a few other articles that are probably worth checking out: http://www.interlopers.net/forum/viewtopic.php?f=2&t=15171

  • Company of Heroes 2

    • Squad
    • December 12, 2013 at 11:41 PM

    Recently bought the Victory at Stalingrad Mission Pack, so I'm probably gonna wait with Southern Fronts a bit.

  • Decompiling CS:GO maps

    • Squad
    • December 10, 2013 at 11:57 AM

    A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...

  • Disappearing brushes in CS:GO Hammer.

    • Squad
    • December 9, 2013 at 12:57 AM

    I don't use shaded/textured in Hammer, but I just checked and I don't have this issue.
    I'm running on a Nvidia Geforce GTX 560 Ti card (latest drivers, no beta), Windows 7 x64.

  • [CS:GO] de_misuto (Working Title!)

    • Squad
    • December 9, 2013 at 12:50 AM

    Welcome!


    I actually came across this map on the Steam workshop earlier today and I clicked it to check out the topdown view


    First of all, I'm assuming the red square at the bottom is T spawn (blue being CT) and the other two are the bombsites?

    I haven't actually run around in the map so I have to go from the topdown view since there are no other pictures available, but here are a few things you might take into consideration:


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


    There's a rather huge sightline (the yellow area) towards the middle area if you're standing at the red dot. A good CT sniper could cover the whole middle area from that spot. I'm not sure if the structure that I highlighted in white is a wall or an archway or something, but still, the sightline would go pretty far. Same goes for the green spot (red sightline), reaching to Ts right route. Try breaking up that middle area a bit (then again, I'm not quite sure of the scale of the map, only judging from the topview).


    Also, your bombspots are pretty close to CT spawn (not necessarily a bad thing), but since T spawn is pretty far off, I think it'd be ok to move both bombspots down a just little bit.


    It would be good if you could post some actual ingame pictures of the different areas, so we could see what the map looks like! Right now, it looks kinda flat, make sure to add some height variation to make things more interesting!

    Other than that, it looks like a nice start, keep it up

  • PAYDAY 2

    • Squad
    • December 7, 2013 at 10:56 PM

    Wouldn't mind one either

  • Problems in L4D2 Hammer SDK

    • Squad
    • December 6, 2013 at 7:05 PM

    Interlopers Compile Checker


    Also, could you post your compile log?

  • What was your first ever map?

    • Squad
    • December 6, 2013 at 1:23 PM

    My first map involved dust textures No idea how it'd have played out, but performance was pretty crappy.


    As others have said, I would just focus on blocking something out. Set your main goal to making something that is fun with good performance.


    I'd consider this optional for your first map, but as a second objective for yourself, you could (afterwards) focus on visuals. Just pick a theme that already comes with CSGO and try to build something nice looking with these assets. Don't bother with creating your own materials or models, it would be too ambitious and you will likely not be able to finish your project. The custom assets are great, study the official maps about how they used textures (which combinations, color pallete, etc), lighting, prop placement, ... The CSGO SDK comes with a couple of VMF's from official maps, be sure to check these out and don't hesitate to decompile another map if there's something you'd like to study in it (don't decompile if it's not for learning matters though). And last but not least, finish your project, even if you're not fully satisfied with it! You'll learn from your mistakes which will help you to avoid such mistakes in your next map!

  • Source SDK tips?

    • Squad
    • December 4, 2013 at 4:49 PM

    It's not easy to explain what makes a good defusal layout for CS, but there are some basic guidelines you should follow.

    Take a look at de_cache, it's a great map and you can learn some things from its layout:


    [Blocked Image: http://www.garozzo.net/images/cache/cache11.jpg]


    Notice the 8-figure, it's something you can apply to nearly any (good) defusal map out there.


    You can find some more info and tips about the level on the authors site.

    An article about CS layout theory on TWHL.

    What VDC has to say about what makes a good layout

  • Q1 - In the Shadows

    • Squad
    • December 3, 2013 at 8:59 AM

    Voted!

  • [CS:GO] Change the FOV

    • Squad
    • December 2, 2013 at 11:42 PM

    I'm not sure in what degree (if any) it is possible to alter FOV (not talking about view models), but here are a few links that could be interesting to you:


    This one says it depends on your resolution/ratio.

    The VDC explanation of how FOV is implemented in Source (doesn't seem to mention CS:GO though).

  • CS:GO - CS/DE_WarmBlow

    • Squad
    • December 2, 2013 at 11:08 PM

    Congrats on getting a final version out of the door!


    You've obviously put a lot of work in this. I really like the outdoor areas (especially the curvy road). I've subscribed to both versions to check them out (hopefully sooner than later).

  • Arbor Vitae - UDK Scene [WIP]

    • Squad
    • November 25, 2013 at 7:13 PM

    Awesome work, guys!

    I enjoyed following this topic (eventhough I didn't comment much), it was very interesting to see the scene evolve from concept to finish

  • 'Steam Box' gaming console

    • Squad
    • November 21, 2013 at 12:48 AM

    Not so much about the Steam Box, but it's probably related. Didn't notice it getting posted on the forums yet, so sorry if I missed it


    Quote

    In-Home Streaming


    Many Steam game developers are currently working on native SteamOS titles, which will result in the best possible living room experience being delivered to their customers. In the meantime, we believe it's important to make sure tha the existing catalog of games is also

    available to Steam suers in the living room. So we're working on in-home streaming, a way for people with good home networks to seamlessly play their Steam games anywhere in the house.


    We've posted a short series introducing the feature on Steam:


    Part 1: Introduction

    Part 2: Responsiveness

    Part 3: Home Networks

    Part 4: Beta Testing

    Part 5: Q & A


    Please join our Steam In-Home Streaming community group for more information and a chance to be selected for the upcoming beta test.

    Display More
  • Arbor Vitae - UDK Scene [WIP]

    • Squad
    • November 20, 2013 at 12:44 AM

    Really cool initiative to release the source version! I have no experience with UDK myself, but I'm sure there are other people out there that could learn from it!

  • Black Mesa Source

    • Squad
    • November 19, 2013 at 7:21 PM

    Great news! Congratz to everybody involved

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