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Posts by Squad

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • April 13, 2013 at 12:35 PM

    Can't make it tonight, but I'd love to have a go with it with offline play tommorow or so. Can you provide a download link?

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • April 9, 2013 at 6:19 PM

    OrnateBaboon's reply made me realise I totally forgot to post further feedback, sorry!

    I agree with pretty much everything OB posted already. I would consider removing the underground garage route (or at least make it a lot less long).

    At the CT start, I would open up the front doors, it's kinda annoying if you need to manually open the doors (albeit it's only for a split second).

    Some doorways seemed kinda narrow. It wasn't a big problem at the playtest because collision was off, but if it'd be on it could be an issue.

    Interesting suggestion about the main room. It would make gameplay a lot more interesting if it wasn't just a rectangular shaped room. Plus, it would make it feel like the whole building is a lot larger if one or more floors were visible higher up (but not accessible).

    Overall it's a very enjoyable map Looking forward to future updates!

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

    • Squad
    • April 9, 2013 at 5:59 PM

    The 747 remake looks really cool! Got some more shots of it?

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • April 6, 2013 at 7:57 PM

    These are the missing materials on the custom models.

    I will write up more detailed feedback about the map later

    [Blocked Image: http://users.telenet.be/gus/agency01.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency02.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency03.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency04.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency05.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency06.jpg]

  • DE_GWALIOR

    • Squad
    • April 5, 2013 at 6:39 PM

    Beautiful work, both of you! Would love to playtest the fully textured version now

  • Hitman: Absolution

    • Squad
    • March 31, 2013 at 8:43 AM

    For anyone interested and not having the game yet, there's a Steam 75% discount on Hitman: Absolution (as well as other Hitman games). It ends in 33 hours!

    I just bought it

    Steam Store link

  • DE_GWALIOR

    • Squad
    • March 30, 2013 at 9:30 AM

    As mentioned earlier, looks absolutely stunning and it's an amazingly fun map as well!

    Awesome work, FMPONE and Kikette!

    Good luck with the contest! I'll be sure to vote for you guys

  • CS:GO Patch 1/23/13 - Workshop

    • Squad
    • March 22, 2013 at 11:29 AM

    Sorry for bumping, but it's not needed to make a new topic for this, I guess.

    New update for CSGO has been released, including cs_militia and some major changes to the hostage rescue scenario!

    counter-strike.net

    Interested to see how this will affect hostage maps in general

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • March 17, 2013 at 10:52 PM

    I'd want to, if I'm available!

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • February 27, 2013 at 10:32 PM

    3Dnj: I'll be happy to join if I can

    FMPONE and Wail: thanks for the feedback! I've replied in as to not derail this topic too much.

  • de_ali (working name)

    • Squad
    • February 27, 2013 at 10:29 PM

    This was posted in the topic, but I'll continue this here.

    Quote from Wail

    I really agree with most these sentiments. The first thing I thought when I loaded into this map was, "How come there is a brick wall texture being used as a floor texture?" FMP is spot on pointing to too much environmental contrast. Due to the strong texture contrast the readability of the map is reduced, and just the overall aesthetic design suffers.

    I'm not entirely sold on turning this into a brighter/daytime map. I do like the attempt at bringing a nighttime environment into CS:GO -- Virtually every map is bright and sunny, even Aztec with rain falling down. But what you've got right now isn't working and you'll need to keep at it to get it looking right.

    First of all, thanks for your feedback

    With too much textures contrast, do you mean it's generally too dark (also due to the low sunlight pitch) and that I use too much different (and rather noisy and dark) textures in a scene?

    Quote

    You know those boring plain one color textures? this map needs to be using those to great effect. I think it should be white/yellow themed with yellow light.

    I don't want it to look like a copy of cs_italy too much.

    So what about this? I quickly slapped a few other textures on some of the buildings, please don't mind the quality of the textures and the color palette in the scenes. It's just for getting the idea across.

    Also upped the brightness a bit, changed the sunlight pitch, used different ground textures and put the fog a little further. But that's not really what the pictures are about.

    [Blocked Image: http://users.telenet.be/gus/csgo18.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo19.jpg]

    Some reference pictures to help explain what I mean:

    [Blocked Image: http://3.bp.blogspot.com/_sGk3hMblYUg/TKSvlSlHjzI/AAAAAAAAFgE/fOio14BOy2E/s1600/colours_of_burano_4.jpg]

    [Blocked Image: http://images.nationalgeographic.com/wpf/media-live/photos/000/604/overrides/colorful-houses-italy-richardson_60450_600x450.jpg]

    [Blocked Image: http://origininteriors.files.wordpress.com/2012/03/colour-town.jpg?w=547]

    This one is probably the best example, the other are kinda strong.

    [Blocked Image: http://www.thevagablond.com/wp-content/uploads/2011/09/00-Cinque-Terre1.jpg]

  • de_ali (working name)

    • Squad
    • February 20, 2013 at 7:00 PM

    Thanks, Minos!

    I again spent some time searching the web for skies (oddly enough, the pink one disappeared from my HD and I haven't found it on the web again so far).

    This one is good quality and somewhat leans towards the pink one (actually halfway between the bright blue and the pink dusk one). I kinda like how the lighting gives the map a mixture of warm (sunlight) and cold (shadows).

    I'm also in the process of rebuilding each building in the map, as you can hopefully notice

    [Blocked Image: http://users.telenet.be/gus/csgo16.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo17.jpg]

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • February 20, 2013 at 2:54 PM

    Can we test de_ali again as well?

  • de_ali (working name)

    • Squad
    • February 19, 2013 at 10:09 PM

    The problem is I can't find a decent skybox to go with it. The one in the picture was a placeholder (it has seams at the edges, but you can't see it in the picture). If anyone knows a place where you can download nice (HDR) skyboxes let me know

    That is an interesting link however. Thanks for sharing!

  • WIP in WIP, post your level screenshots!

    • Squad
    • February 19, 2013 at 11:28 AM

    Migga: looks cool, what's it supposed to be?

  • de_ali (working name)

    • Squad
    • February 18, 2013 at 7:56 PM

    Decided to not go with the 'new' environment lighting, since I cannot find a decent skybox that actually works to go with it. I did find some nice HDR skyboxes (right here, by Firegod522) and I picked one of those.

    I've been detailing the map some more. Mainly the ground/streets (since I've been pushing that off for quite some time), blocking of the balcony in a prettier way than the temporary fences, and other things.

    I also have a question, is it possible to have displacements not block light? I can't seem to find anything about that anywhere.

    [Blocked Image: http://users.telenet.be/gus/csgo13.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo14.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo15.jpg]

  • CS_MUSEUM

    • Squad
    • February 17, 2013 at 10:29 AM

    Thanks! Hugely appreciated

  • Little help for a new map maker

    • Squad
    • February 17, 2013 at 10:27 AM

    Hi,

    If this is your first time having a shot at mapping, a curved staircase is not really the most easy thing to do right ahead. You're better of learning the different tools from Hammer first and take small steps from there.

    Here are some sites with tutorials (from beginner to advanced) that will help you get started.

    http://www.worldofleveldesign.com/

    http://www.tophattwaffle.com/tutorials/

    http://www.interlopers.net/tutorials/

    Also, the VDC is an amazing source of information:

    https://developer.valvesoftware.com/wiki/Category:Level_Design_FAQ

    Hope that helps!

  • CS_MUSEUM

    • Squad
    • February 16, 2013 at 12:35 PM

    OrnateBaboon made some good suggestions!

    As for the water in front of the building, it could probably benefit from a different texture (more blue/greyish).

    Have you considered putting an actual fountain in it? Just an idea, but it might look kinda cool.

    [Blocked Image: http://www.lifeinthefastlane.ca/wp-content/uploads/2008/12/water_fountain_79sfw.jpg]

    Or perhaps with water 'flooding down' some sort of structure (doesn't have to be as 'bombastic' as in the picture).

    [Blocked Image: http://www.ialbuquerquehomes.com/wp-content/uploads/2012/03/TextCityFountain.jpg]

    Or without any sort of statue/structure in the pool, just a spouting fountain.

    [Blocked Image: http://www.azerb.com/azer420.jpg]

    Not sure what the best way to pull it off in Source would be though

    I would also change the player models to something more suitable. Now you're using the default ones.

    "Professionals" or even "Separatists" would work great for terrorists and anything non-army should do the job for Counter-Terrorists.

    Amazing job again! And as OrnateBaboon mentioned earlier, your picture taking skills suck! The pictures really don't do the map justice. I can't stop looking around at all the details when I'm ingame

    Quote

    Jk. Thanks you guys, we're on the top of the workshop. If you'd like some exposure for your CS:GO map let me know and I'll link you

    I'd really appreciate it if you would like to link mine btw

  • MapCore CS:GO Playtesting 2.0

    • Squad
    • February 14, 2013 at 10:12 PM

    It was good fun!

    Fun map, Psy. Perhaps a bit too much sideroutes, but all in all you got something a solid layout there

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