Cool! Would be great to have this in a playtest sometime ![]()
Posts by Squad
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Is there a download link for de_icebound available somewhere?
Kinky, it's easier if you put all the files in their respective folders in 1 zip

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You can also find some nice tutorials about L4D/L4D2 on World Of Level Design.
Keep it up!
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Congrats, Rick!!
I added de_ali up there as well with a link to favela and siege_go if that's okay for you guys.
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The 2 orange spots in the middle of the picture above seem needless.
Good idea to add some lighting to the floor somehow, try to make it clear how the player could/should navigate through the level. Some subtle stair lighting would also draw more attention to where the pathways are going.
[Blocked Image: https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTFzUAmGLqm6wuHRt4bXoUcPj4k1Q5cwlchY3pm4jtD4QBjP9MP]
Big improvement to the former lighting btw!

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I don't have DOD:S myself, but dod_flash is included in the SDK content by default. So Hammer can't load any materials here, but that's still better than nothing

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Also worth studying is how the skybruses were made in for example dod_flash (it's in the sourcesdk content). Could come in handy for your type of map, it could also provide some good tips on how to make the buildings (what to turn into func_details, displacements, ... ).
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Just connect, they should download automatically.
Be sure you don't have old version of the maps installed though, cause then the server will disconnect you.
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Don't have a mic, but sounds good for anyone who has one.
Time is 21h00 again? Hopefully enough people show up tonight!

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Nice start!

Do you plan on keeping the plane windows open?
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Great looking and fun map!

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Cool update

If anyone is wondering how to load a (custom) map for deathmatch. Just put "game_mode 2" and "game_type 1" in the console and (re)load the map.
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If you want it gameplay tested get in touch with Psy or Puddy. They can put it on the Mapcore CSGO server and arrange a playtest session.
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Quote from FMPONE
IMO, the pink itself should be the selling point, not differentiation of the "look" from the other maps, because that's not a good approach. The other maps have flattering lighting
You're absolutely right on both accounts! And I very much like "bright and happy" maps btw

Thanks for the comments all!
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Needed a break from this map and I've been working on something else in the meantime, but I finally got back to getting some work done on de_ali

The biggest change is that I've been playing around with environment lighting a bit. About every official csgo map (and probably because of that a lot of custom maps as well) have this rather "bright and happy" environment lighting. I went and tried a different approach for this map. Personally, I think I kinda like it, taking into consideration the lighting is not fully optimized yet (it's a bit dark still and perhaps to pink as well) and it offers me a lot more possibilities regarding non-environmental lighting (dawn/sunset makes for a good oppurtinity to use lanterns/spots/whatever ... light sources).
Anyway, I'd like some feedback on this

Here are a few comparison shots:
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[Blocked Image: http://users.telenet.be/gus/csgo10.jpg]
Old
[Blocked Image: http://users.telenet.be/gus/csgo01.jpg]
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[Blocked Image: http://users.telenet.be/gus/csgo11.jpg]
Old
[Blocked Image: http://users.telenet.be/gus/csgo08.jpg]
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[Blocked Image: http://users.telenet.be/gus/csgo12.jpg]
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Cool you fixed it!
So it was a lightmap problem after all, I guess.Upload it anyway, even if you can't make it. We can still provide you with feedback and you can attend at a later session.
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3Dnj: do you have a lot of switchable/rotating/dynamic light entities in the area with the fucked up lighting? It seems like you could possibly have to much lightmaps in that spot.
Not sure what env_cascade_light has to do with it though (as it 's apparantly the cause of the problem). Anyone knows how it works?
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What's the problem with the shadow thing? Maybe someone can help you out?