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  3. OrnateBaboon

Posts by OrnateBaboon

  • [WIP] de_coast

    • OrnateBaboon
    • September 4, 2015 at 11:32 PM

    Thanks for feedback and comments guys.

    Vivi - new one which will be arriving sometime next week will have a lot of stuff fixed. If possible, would be great to go through that build. Would be most useful!

    Klems - really appreciate you taking the time to post some images. Will take a look at Bourg and the other maps and post some stuff soon.

    Vaya - mid has been reworked a little, so will see what the feednback is on the adjustment.

    P1g3oN - Build I am working on has slightly different timing - hopefully better!

    FMPONE - I don't think it will be possible before the deadline to get the night one in. I am working crazy hours on the map atm to get it as solid as possible. I think I will know more for definite early next week.

    If it was just a case of changing the light_env and the skybox texture, it would be easy - but the fog made the 3D skybox stuff look weird, and changing it to other colours and distances to look good in the 3D sky, meant that the 3D skybox towers in the main map then looked broken. The areas without point lights also looked bad, but those will be easy enough. So it was just a case of prioritising other stuff first, before spending some proper time on changing it to night.

  • [WIP] de_coast

    • OrnateBaboon
    • September 1, 2015 at 3:25 AM

    Unfortunately, I could not submit the updated map in time :(. Disappointed! The map has a few too many small things that need fixing. Really want to get out a new one asap. Hopefully This week.

    Thanks for the comments on the light/dark choice. Regarding the night one, I did a basic test with just the dark sky and light_env. In the areas that already have point lights, I think it looks nicer. However, in the areas without the point lights, and the interiors (really dark fog), the map looks a lot worse. So it will definitely require a decent amount of work to move it over to a night theme, but I think it is probably the best way to go. For now though, I need to fix the smaller things that are making the map a bit rough to play.

  • [WIP] de_coast

    • OrnateBaboon
    • August 24, 2015 at 8:37 PM

    Still working on this - updated ct spawn - widened it and got rid of an arch that used to be there. Needs more detailing, but better shape and more open.

    [Blocked Image: http://www.skybex.com/home/coast_21.jpg]

    Did a night test to try and distance map more from cs italy. Anyone think this is a better way to go? More work, but might help separate the map more from other maps based in Italy. Opinions on this would be most appreciated, since I don't really know what way is best to go.

    [Blocked Image: http://www.skybex.com/home/coast_22.jpg]

  • [WIP] de_coast

    • OrnateBaboon
    • August 5, 2015 at 6:33 AM

    Squad - yeah, will adjust the door and window - is probably too close. The chickens - hopefully be updating map soon to the workshop, so you can decompile map and see the entities and just add them from there. If you want to see now - I can post up a vmf of them.

    TheGuma - See above! I must admit, I am disappointed I never thought of that method. Seems pretty sensible to me!

    Could not live with Vaya's crit about the rock walls, so replaced the obvious candidates with cars. Which then led to a road - and the other bits that go with it. Thinking it is worth adding more road to other areas since it gives a bit more plausibility. Still no 3d skybox yet.

    [Blocked Image: http://www.skybex.com/home/coast_20.jpg]

  • [WIP] de_coast

    • OrnateBaboon
    • July 29, 2015 at 6:55 PM

    Good shout chaps on pointy building - Added a bevel - nicer for movement as well.

    [Blocked Image: http://www.skybex.com/home/coast_19.jpg]

    jackophant - logic is so that the chickens have different idle animations.

  • [WIP] de_coast

    • OrnateBaboon
    • July 29, 2015 at 4:19 AM

    Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.

    Spent time on some important tasks. Like adding caged chickens to eye candy areas!

    [Blocked Image: http://www.skybex.com/home/coast_18.jpg]

    Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next.

    [Blocked Image: http://www.skybex.com/home/coast_16.jpg][Blocked Image: http://www.skybex.com/home/coast_17.jpg]

  • [WIP] de_coast

    • OrnateBaboon
    • July 8, 2015 at 5:30 AM

    blackdog - map being a bit busy in places is something I will definitely work on for a final build. I really don't want it to be hard to spot players! The main thing I am trying to do at the moment is at least make each area consistent. I will level things out after that.

    No 3d sky yet since I will have to rebuild it due to moving the T spawn buildings back. This area is also a little bit busy, but for now will do.

    [Blocked Image: http://www.skybex.com/home/coast_14.jpg]

    Managed to make a dent in one of the other areas. Better shape to work with now I think. Added a squeaky door to one of the entrances to make it harder for T's to push - you can see the green exit sign over the top of it. Will add cover and do more detailing next.

    B Site

    [Blocked Image: http://www.skybex.com/home/coast_15.jpg]

  • [WIP] de_coast

    • OrnateBaboon
    • July 4, 2015 at 5:03 AM

    Jiro - fair point about that screen. I think maybe the shadow from tree is making it bit busy.

    Small update.

    [Blocked Image: http://www.skybex.com/home/coast_13.jpg]

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • OrnateBaboon
    • June 30, 2015 at 7:33 PM

    Looking at the images, I think maybe the italy, inferno, and some of the old cobble textures are a bit out of place. Makes some areas look incoherent.

    A good thread from start to finish on a similar thing.

  • [WIP] de_coast

    • OrnateBaboon
    • June 29, 2015 at 6:07 PM

    Thanks for comments.

    jackophant - went for the name because it is simple and descriptive. Riviera is more accurate for sure, but not as simple. Harder to spell as well!

    Spent weekend doing some real dirty stuff. 3 areas of map look uber rough. T spawn, and both sites. Not happy with the spaces. Doing the worst area first -T Spawn. Removed all the old stuff, pulled the buildings back, and trying to make look more organic/less contrived. Also need to have better potential for performance. Will lose the overhang if performance allows for it.

    T Spawn

    [Blocked Image: http://www.skybex.com/home/de_coast_11.jpg][Blocked Image: http://www.skybex.com/home/de_coast_12.jpg]

  • [WIP] de_coast

    • OrnateBaboon
    • June 26, 2015 at 9:13 PM

    Not the nicest screens, but updates to some of the corridors and smaller rooms that were pretty unfinished before. I aso raised the arches round map for more sky to be visible.

    [Blocked Image: http://www.skybex.com/home/coast_07.jpg]

    Wine Cellar

    [Blocked Image: http://www.skybex.com/home/coast_08.jpg]

    No name yet, but needs one!

    [Blocked Image: http://www.skybex.com/home/coast_09.jpg][Blocked Image: http://www.skybex.com/home/coast_10.jpg]

  • Making tiled textures?

    • OrnateBaboon
    • June 26, 2015 at 3:57 AM

    Good tutorial for hand painting wood.

    http://www.philipk.net/tutorials/mate…/woodrough.html

  • [WIP] de_coast

    • OrnateBaboon
    • June 22, 2015 at 2:25 AM

    Looking to polish this as much as possible before the deadline. Map set on the Italian Riviera - though most references are from San Remo since it has palm trees, and all the other elements (church, castle, lot of foliage etc). Images below are updated from the workshop build.

    http://steamcommunity.com/sharedfiles/fi…114&searchtext=

    Trying to add in more callouts, so will show the images as I add them.

    CT Spawn

    [Blocked Image: http://www.skybex.com/home/coast_01.jpg]

    Grate

    [Blocked Image: http://www.skybex.com/home/coast_02.jpg]

    Toilets

    [Blocked Image: http://www.skybex.com/home/coast_03.jpg]

    Sewers

    [Blocked Image: http://www.skybex.com/home/coast_04.jpg]

    Ice and Gate

    [Blocked Image: http://www.skybex.com/home/coast_05.jpg]

    Arch on right needs a name/something unique. All ideas welcome on that since it is an important entrance.

    [Blocked Image: http://www.skybex.com/home/coast_06.jpg]

    Map was tested a couple of months ago on reddit, heatmaps etc can be found here

    http://demo.ehvag.de/#55219ed46e8df…e8dfd76ffecf6cc

    Also the comments/feedback, some of which I have been working on.

    http://www.reddit.com/r/GlobalOffens…ed_by/?sort=new

  • ATTN: New Map Makers!

    • OrnateBaboon
    • June 4, 2015 at 5:32 PM

    Also adding the little flash icons to the loading screen. Easy to follow video.


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  • [CSGO] Good map rotation times

    • OrnateBaboon
    • March 10, 2015 at 8:31 PM

    I wrote the averages down a while ago in a text document.


    Dust 2 - 15.78 secs
    Inferno - 13. 82 secs
    Cache - 12. 32 secs
    Train - 10. 74 secs
    Mirage - 10. 66 secs
    Nuke - 7. 99 secs

  • [Help?] Hammer stalling when selecting objects

    • OrnateBaboon
    • January 5, 2015 at 8:42 PM

    Yeah, should have mentioned I got an AMD graphics card. Hopefully the nvidia card solves it.

  • [Help?] Hammer stalling when selecting objects

    • OrnateBaboon
    • January 5, 2015 at 8:20 PM

    I am going to sound like a total eejit, but I thought that was how hammer actually was for everyone!


    If a map has detail - especially lots of meshes, I have that problem all the time. Only way I have found to combat it is to cordon the map, or press the number "1" lots of times so that less is being rendered in the Hammer view port.

  • Counter-Strike: Global Offensive

    • OrnateBaboon
    • November 12, 2014 at 8:39 AM

    Congrats! Strong pack.


    OneShotAnth - yeah, returns the message "SSE and SSE2 are required", and does not open.

  • What I'm Working On

    • OrnateBaboon
    • September 28, 2014 at 8:30 AM

    Mount Fuji? Very nice!


    Would love to see some cherry blossoms in there, with the pink leaves strewn throughout the exteriors.

  • [CS:GO] de_piazza (WIP)

    • OrnateBaboon
    • July 26, 2014 at 3:10 PM

    Thank for the comments guys.


    SirK - Yeah, some layout changes. The one text_fish suggested has gone in to make rotates quicker. Main thing I focused on with the second pass though is opening the map up visually, lowering a lot of the buildings to make smoking areas easier, removing all the reused buildings, and adding more call out spots.


    FMPONE - Agree about the buildings. When I move all the stuff into the 3d sky, I will add more variety in there, and will try and fog them out so they are less repetitious. Trees, cranes, mountains etc should help. Moving the further back might also be a good idea.


    Beck - Cheers!

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