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Posts by Squad

  • WIP in WIP, post your level screenshots!

    • Squad
    • August 13, 2013 at 5:24 PM

    @ colte: most important thing that I notice is that it's indeed too dark for CS:GO. Possibly not enough cover, but that really depends on what kind of area this is and more importantly how it plays out in gameplay tests. There is the long corridor in Dust 2 that doesn't have a lot of cover either, but it works.

    Other than that, looks like a good start! But another piece of advice, don't go too much into detailing if you only have a single area. Try blocking out the layout first, making sure that it plays well. It's a lot easier to make changes to the layout if your level is just made of big blocks.

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

    • Squad
    • August 11, 2013 at 7:19 PM

    Just tried it again and now it worked!

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

    • Squad
    • August 10, 2013 at 4:15 AM

    I'd give it a try, but for some reason CSGO isn't updating itself, lol

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

    • Squad
    • August 9, 2013 at 1:52 PM

    Still no luck. Been trying for the past few days.

  • PAYDAY 2

    • Squad
    • August 9, 2013 at 1:49 PM
    Quote from SpronyvanJohnson

    Anyone interested in doing a 4 pack on Steam? It saves 7,50 euro.


    Yup

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • August 8, 2013 at 3:44 PM

    Me neither, didn't have any materials missing.

  • WIP in WIP, post your level screenshots!

    • Squad
    • August 6, 2013 at 9:17 PM

    Very sexy, Hollow! JP made a valid point though, hope you can find a good compromise between visuals and readability

  • Hammer Map Visleaf Optimization Questions

    • Squad
    • August 6, 2013 at 6:17 PM

    Well, I guess that's fine, as long as you take into account VIS optimization is pretty much non-existent if you do a fast compile (or anything other than full compile).

  • Indiegame - Hammerwatch beta/demo

    • Squad
    • August 6, 2013 at 6:08 PM

    Congratz!

  • Hammer Map Visleaf Optimization Questions

    • Squad
    • August 6, 2013 at 6:07 PM

    Never compile your map with fast VIS if you want to check its performance. I usually never do a fast compile anyway (unless it's for checking some simple things.

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

    • Squad
    • August 6, 2013 at 3:57 PM

    I'm having the same issue. Tried to update yesterday evening for a few hours, but no luck.
    Will try again tonight!

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • August 5, 2013 at 3:21 PM

    cs_agency: I've missed a few versions in previous playtests, but it plays a lot better since the last one I tested. The balcony in mid could use some cover here and there. I never felt really comfortable entering it. Not too much cover, but just a few things here and there to duck behind when someone's engaging you (it should still feel a little risky ).


    I only played a few rounds on it as CT, so I can't comment a lot on it, but it was a lot of fun!

    I also like the rooftop setting and the general style. Perhaps could use a bit more color though (like Mirrors Edge, as someone else mentioned?).


    de_viper: easy to learn (even without radar and with dev textures), fun layout. A bit too big in some areas (the bombspot with the big ramp coming from mid, not sure what letter it is).
    Looking forward to how it's gonna turn out visually a lot!

  • MapCore Job Census

    • Squad
    • August 3, 2013 at 9:06 AM

    Congratz!!

  • Weird shadows in the map

    • Squad
    • August 2, 2013 at 7:26 PM

    If there is a leak it will say so in the compile log.

  • [CS:GO] de_BlackGold (oilrush)

    • Squad
    • August 1, 2013 at 6:05 PM

    Shaping up pretty nicely!


    I like this one btw


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592325243/0BDE67B833384F10B3125CBC5285A63662EA8B1A/]

  • Weird fps problem with my map

    • Squad
    • July 25, 2013 at 10:52 PM

    Not sure what you mean. Do you mean you placed 10 spawn entities for each team and ingame only 3 for CT and 1 for T work? If that's the case, you should check your spawn entities and make sure they're floating above the floor (ingame players will spawn right on the floor though). If you put them on level with the floor in Hammer they (usually) don't work ingame and don't get taken into account.

  • Weird fps problem with my map

    • Squad
    • July 25, 2013 at 5:31 PM

    Have you let other players test the map to see if they have the same issue?


    [edit]


    Didn't notice there was a second page. That's pretty much what I meant, Thrik, but you just explained it a lot better

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • July 24, 2013 at 11:25 PM

    It could be a steam workshop issue. I've had troubles automatically downloading updated maps from the workshop and after googling a bit it seems to be a common problem. Solutions seem to differ from user to user though. What worked for me was checking integrity of gamecache.

  • Weird fps problem with my map

    • Squad
    • July 24, 2013 at 11:09 PM

    I found quite some things that aren't properly build. The biggest is the displacements you used as floors and ceilings. Displacements don't block VIS, so the engine is probably drawing most of the map at any given location.

    In this picture I unchecked everything that doesn't block VIS (props, brush entities, displacements, func_detail) leaving only regular brushes visible. It gives you a good idea of what the engine "sees".


    [Blocked Image: http://users.telenet.be/gus/saunahotel01.jpg]


    There is a gap at the bottom of your walls (you made the floor a displacement), so that needs optimization.


    [Blocked Image: http://users.telenet.be/gus/saunahotel04.jpg]


    Here are a few things that should be func_detailed (highlighting in red).


    [Blocked Image: http://users.telenet.be/gus/saunahotel02.jpg]


    You should seal of the map with skybox texture better, not leaving a gap between the outside wall and the skybox. Also nodraw the non-visible side of the wall.


    [Blocked Image: http://users.telenet.be/gus/saunahotel03.jpg]


    Also, your brushwork is rather sloppy in some places (making for unnecessary cuts in VIS). It might be a good idea to have a look at how official maps are build.

  • Weird fps problem with my map

    • Squad
    • July 22, 2013 at 11:19 PM

    Providing the .vmf file would help though, even without custom assets. But only if you want to give it out.
    Or otherwise the .bsp file, but it's not easy to help if we can't see how the map is build

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