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Posts by Squad

  • De_ruins

    • Squad
    • May 17, 2013 at 8:15 PM

    Very nice! I don't remember that area from the (first, I think it was?) playtest we did at all (and certainly not in a bad way).

    I like those little sheds next to the old ruins!

  • CS:GO Steam Workshop Collection!

    • Squad
    • May 15, 2013 at 11:03 PM

    Great idea!

    Ali is not yet finished (however the beta is fully playable off course). I'm planning on updating it on the steam workshop very soon though.

  • de_chinatown

    • Squad
    • May 15, 2013 at 10:42 PM

    There is also an option in light_environment to add diffuse to shadows.

    Quote

    SunSpreadAngle (New with Source 2007) <float> The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. If you're trying a night atmosphere, sometimes you'll need up to 180. You'll also have to turn down the shadow alpha in your shadow_control entity - try changing the Shadow Color variable to something such as 50 50 50.

    Here's a link with more explanation and some example pictures: http://www.nodraw.net/2011/01/sunspreadangle/

  • de_chinatown

    • Squad
    • May 14, 2013 at 10:40 PM

    I think it looks more interesting now Perhaps a less cloudy sky? The lighting doesn't yet match the skybox (at least from the pictures), but I'm guessing it's still WIP.

    Nice work on the railway, but the rails seem to be floating?

    Is there a download available by any chance (older version would be cool too!)? I'd love to check it out

  • Krzysztof Teper - Environment Artist

    • Squad
    • May 14, 2013 at 10:35 PM

    Some very impressive work!

  • de_ali (working name)

    • Squad
    • May 13, 2013 at 10:20 PM

    Thanks for the feedback, all!

    Quote from FMPONE

    the testing times rarely work in my favor but i'd be interested in running around this one way or another

    Sure, I'll send you the download link when it's up if you're not able to make it to a playtest

    PS: the well model is actually by Cpt Ukelele, my mistake.

  • de_shakespeare

    • Squad
    • May 13, 2013 at 10:13 PM

    Cool! Looks very dark though.

    I once made the same thing for old Counter-strike and later wanted to port it to TS

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

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • May 13, 2013 at 6:24 AM

    Can we have another playtest of de_ali?

  • de_ali (working name)

    • Squad
    • May 13, 2013 at 6:20 AM

    Yes, whenever it's possible actually

  • de_chinatown

    • Squad
    • May 12, 2013 at 10:15 PM

    Weird this hasn't got any replies yet.

    It's starting to look more like chinatown, but I feel it's still missing something. Maybe it's the architecture which is still looking too "Western", how about some chinese looking railings, pillars, ... with colourful accents? What about some little street markets?

    Perhaps it's the lighting. Your justified concern that it can not be too gloomy or dark, if you could manage to get an atmosphere as in the picture below, that should work I guess.

    It's not too dark, but it still allows for neon lights/lampions/lanterns to come out looking good.

    I can not comment on the gameplay, as I've not played it, but I'm hoping I'll be able to attend in the next coming weeks Keep it up!

    [Blocked Image: http://4.bp.blogspot.com/-B3T-qET8ZjM/UH0O6xQPWWI/AAAAAAAAAMQ/5SKKzIgGY00/s1600/Chinatown+Singapore.jpg]

  • de_ali (working name)

    • Squad
    • May 12, 2013 at 10:00 PM

    Been a while since I posted an update here. Work has been going fast sometimes and sometimes I took a rather long break from it

    Anyway, with FMPONE's help I've redone the environment lighting completely (again). Huuuge thanks to him for letting me use cs_museum's settings as a base to start from, as well as all the feedback he provided me in the process!

    I've also widened up some areas, as the map used to be rather tight.

    Some changes to the chokepoint to bombspot B. I've made the T's entry a bit more easier by adding an extra archway (it has a fence though, so you can not enter through it, but it's perfect for throwing all kinds of grenades or taking a quick peak to take shot). The chokepoint itself has been expanded towards where the balcony used to be (balcony is now completely gone btw). And I finally got rid of those ugly trims along every road in the map ...

    [Blocked Image: http://users.telenet.be/gus/csgo23.jpg]

    Bombspot A has been expanded a fair bit, the building with the archways has been replaced by a little chapel/church.

    [Blocked Image: http://users.telenet.be/gus/csgo24.jpg]

    Different angle of Bombspot A.

    [Blocked Image: http://users.telenet.be/gus/csgo25.jpg]

    I've moved the CT's spawn zone a little bit (runtime towards the chokepoints should more or less be the same, I'd like to see that in a playtest to be sure though) and began to actually build it. The hay/grass field model is by pedroleum, as are the scarecrow and the well models. A 3D skybox has been added as well, but it's still WIP (as is everything else actually ).

    [Blocked Image: http://users.telenet.be/gus/csgo26.jpg]

  • Let's hear it for the boys!

    • Squad
    • May 12, 2013 at 3:14 PM

    What Puddy said. I've had some great fun playing these custom maps, which would probably not have been possible if it wasn't for Operation Payback. Big thanks to Valve!

  • just a quick reminder

    • Squad
    • May 6, 2013 at 4:52 PM
    Quote from dux

    Still kept it and the original box, though. Too good to throw out!

    Same here, it's the only game box (together with HL2's) I kept.

    I guess they're both great games in their own way. Personally, I liked HL1's setting more than the Combine thing, but that's just a matter of taste.

  • ITT: Post maps/scenes that never saw the light of the day.

    • Squad
    • May 5, 2013 at 10:08 PM

    Looks nice. What was the problem?

  • de_chinatown

    • Squad
    • April 30, 2013 at 5:04 PM

    Looks like a fun map (juding from the pictures )!

    Does the map have a placeholder environmental lighting or is this the way you're going for? I'd consider trying a more atmospheric approach. An evening/night setting combined with neon lights, small lamps, etc could be nice, I think. As in this photo:

    [Blocked Image: http://urbanblue.files.wordpress.com/2006/09/chinatown.JPG]

    What is the rail btw?

  • ITT: Post maps/scenes that never saw the light of the day.

    • Squad
    • April 27, 2013 at 7:58 PM

    I remember that Looks amazing nonetheless (and at age 15, wtf!).

  • Let's hear it for the boys!

    • Squad
    • April 27, 2013 at 9:51 AM

    Congratz! I got my coin

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • April 25, 2013 at 4:47 PM

    Damn, I didn't notice there was a playtest earlier this week. Probably won't be attending tonight either, but have fun!

  • Color Picker

    • Squad
    • April 17, 2013 at 10:28 PM

    Awesome. Thanks

  • Color Picker

    • Squad
    • April 17, 2013 at 9:07 PM

    Cool stuff!

    Do you plan on releasing it?

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