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Posts by Squad

  • [TF2] koth_brazil

    • Squad
    • November 18, 2013 at 11:30 PM

    You could make the pylon more interesting by changing its colour (red-white is a commonly used combination, which will help drawing attention to it). Like this:


    [Blocked Image: http://www.vet-gedrukt.com/templates/vetgedrukt/page/resources/images/412-zendmast_communicatiepakker_dreamstime_867718.jpg]


    You could also add some parabole antennas, to make it stand out even more. It's pretty common for such pylons to support a lot of these dishes.


    [Blocked Image: http://thumbs.dreamstime.com/x/tv-repeaters-29042350.jpg]


    [Blocked Image: http://thumbs.dreamstime.com/x/communication-mast-17444863.jpg]

  • WIP in WIP, post your level screenshots!

    • Squad
    • November 16, 2013 at 12:26 AM

    True, but that sort of stuff does help you to to see if scaling is allright (and if the area needs to be expanded if needed, possibly altering gameplay slightly). I find myself going into what seems to be too much detail (and possibly is), but it does helps me to see if an area feels right.

  • CS:GO Workshop: Weapon Finishes

    • Squad
    • November 14, 2013 at 11:09 PM

    Nice ones, Thurnip! I also like vivi's one!

  • Arbor Vitae - UDK Scene [WIP]

    • Squad
    • November 7, 2013 at 1:32 PM
    Quote from seir

    How could I miss that thread?!?!


    The directions looks very promising, keep up a good work!


    How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...


    Not sure if this is exactly what you're looking for, but would this help you?

  • Arbor Vitae - UDK Scene [WIP]

    • Squad
    • November 7, 2013 at 12:48 AM

    Looking awesome, as we could expect from you guys


    What have you got in mind for the exterior? I'm sure you have this planned already, but an emphasis on water would be good (O² + water = greenery, sort of ).

  • 'Steam Box' gaming console

    • Squad
    • November 5, 2013 at 12:15 AM

    Looking forward to it!

    Anybody got into the beta program?

  • MapCore Job Census

    • Squad
    • October 25, 2013 at 2:03 AM

    Where are you moving to?

  • Counter-Strike: Global Offensive

    • Squad
    • October 25, 2013 at 1:31 AM

    New CS:GO update, for anyone interested in the customized weapon skins.


    CS:GO Workshop: Weapon Finishes

  • The Stanley Parable

    • Squad
    • October 23, 2013 at 1:57 AM

    I bought it (haven't gotten around to giving it a go yet, but did play the demo and liked it!).

    Are you asking because you're not sure to get it?

  • WIP in WIP, post your level screenshots!

    • Squad
    • October 21, 2013 at 12:36 PM

    The lighting doesn't seem to match your skybox. Can't see it in the pictures if perhaps the sun is visible between the cloulds, but if it's not then your shadows should be less sharp and the lighting should be toned down a bit.

  • CS GO Map : Haven

    • Squad
    • October 17, 2013 at 5:43 PM

    So is it hostage rescue, bomb defusal ... ?

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • October 13, 2013 at 11:12 PM

    A bit late with this reply, but here's my feedback on de_cliffs. I really enjoyed the layout, first of all, it was a lot of fun.


    Here are some suggestions (mostly from T's POV). Bombsite A seems really good so far. As suggested before, mid could benefit from some improvements regarding the cars. It'd be easier if there was a ramp or some stairs to get up to the CT level. I wasn't inclinded to take the route to bombspot B a lot, since it was usually pretty difficult. It might be because of the T-junction (CT's guarding the spot from both sides of the junction, making it pretty hard to push on through that spot). It might make things more fair if you adjusted that junction a little bit (see picture below). It's just a general idea off course, making it harder for CT's to guard the path from 2 sides.


    [Blocked Image: http://users.telenet.be/gus/de_cliffs_a9_01.jpg]

  • The Stanly Parable - Hl2 mod - MUST PLAY!

    • Squad
    • October 11, 2013 at 3:20 PM

    Downloading the demo as we speak

  • Level Design Help Files

    • Squad
    • October 9, 2013 at 8:29 AM

    StudioCompiler doesn't create any folders when compiling, so you have to make sure all the paths are already made in advance.

  • VMF Importer now finally viable

    • Squad
    • October 8, 2013 at 10:16 AM

    Great work! Only recently started using and learning WW, but it's really helpful!

    Keep up the awesome work!

  • Level Design Help Files

    • Squad
    • October 7, 2013 at 11:24 PM

    As long as you can export to smd files, you should be allright. I'm a rookie at this still, but StudioCompiler has worked fine for me. It took some time to figure out everything, but once you get the hang of it, it should all work out.

  • [CS:Go Workshop] Failed to update file! Please try agian later.

    • Squad
    • October 7, 2013 at 8:32 PM

    Sorry for bumping this topic and it's not 100% ontopic either, but since it's related and it doesn't need a new thread, I'll post this here for anyone who doesn't know yet.

    If you're having trouble with automatically downloading maps you subscribed to from the workshop, it's probably due to your language settings in Steam. Just set it to English and it should be fixed. Worked for me.


    Yay, I can finally check out maps like de_reef, cs_insertion, ...

  • Level Design Help Files

    • Squad
    • October 7, 2013 at 8:27 PM

    I'm not familiar with Blender, but the Valve wiki mentions something about Blender SMD Tools. Did you give that a try?

  • Newbie here looking for help of all kinds in hammer.

    • Squad
    • October 6, 2013 at 8:16 PM

    You need to start with the basics, don't try to make everything look extremely detailed yet. Learn to walk, before you learn to run.

    Learn the basics of hammer, how it works, get acustomed to using it. It's okay if your first map is not living up to your expectations. I'm sure everybody's first map was total rubbish.


    Here's some links to get you started:


    http://www.worldofleveldesign.com/

    http://www.tophattwaffle.com/

    https://developer.valvesoftware.com/wiki/Level_Design_Video_Tutorials

    http://www.moddb.com/tutorials/begi…e-hammer-editor


    You can find a ton of other useful info and tutorials out there. Just Google for something like "hammer tutorial", "source mapping", ...

  • WIP in WIP, post your level screenshots!

    • Squad
    • October 4, 2013 at 9:57 PM

    That's where into play

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