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  3. OrnateBaboon

Posts by OrnateBaboon

  • [CS:GO] de_piazza (WIP)

    • OrnateBaboon
    • July 25, 2014 at 6:01 AM

    Too slow for the cevo competition . Some first and second pass comparison shots. 3d sky is very wip.


    first pass

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

    second pass

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

    first pass

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

    second pass

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

  • MapCore CS:GO Playtesting 4.0

    • OrnateBaboon
    • July 13, 2014 at 11:54 PM

    JeanPaul - I would say that the main issue I had was the lighting, fog and post process. They make it hard to see players, especially at the mid CT sniper area. The shadows also seem quite long, and cover much of the map, giving it a bit of a gloomy feel.


    Please keep updating it and submitting it to the tests. Was a lot of fun!

  • [CS:GO] Bagra

    • OrnateBaboon
    • April 23, 2014 at 11:06 PM

    Yeah, great work. Great map I am rooting for it to be in an Operation.

  • [CS:GO] de_piazza (WIP)

    • OrnateBaboon
    • April 18, 2014 at 7:31 PM

    Going to call this first pass now, so a good time to start a thread. Map is rough, but solid enough to be played. Upped the sun and snow versions to the workshop to see what kind of feedback is given on the themes.I was pushing for the CEVO Banana competition, but I don't think I will have a strong enough build ready for it. Going to try though. Same images from WIP thread.


    [Blocked Image: http://www.skybex.com/home/1_snow][Blocked Image: http://www.skybex.com/home/1_sun][Blocked Image: http://www.skybex.com/home/2_snow][Blocked Image: http://www.skybex.com/home/2_sun][Blocked Image: http://www.skybex.com/home/3_snow][Blocked Image: http://www.skybex.com/home/3_sun][Blocked Image: http://www.skybex.com/home/4_snow][Blocked Image: http://www.skybex.com/home/4_sun]

    Sunny

    http://steamcommunity.com/sharedfiles/fi…319&searchtext=

    Snow

    http://steamcommunity.com/sharedfiles/fi…s/?id=250285320


    To do:

    -> Update layout overview.
    -> Performace improvements - this is also first pass atm.
    -> Proper lighting and clipping pass.
    -> Sort out fog and post process.
    -> Second pass on all areas.
    -> Clean up corners.
    -> More smoke opportunities by breaking some buildings/castle walls.
    -> Add T "buffer" areas to deter CT rushes.
    -> Replace temp buildings.
    -> More callouts.
    -> Add more unique visual stuff, and remove a lot of the buildings from the outer parts of the map.
    -> Replace them with rocks, trees, a beach 3d sky buildings etc.
    -> Make the primary ramp rotation from B to A more interesting structure wise, as well as the CT and T spawns.
    -> Make the A site more interesting. Maybe a bridge of some sort to add a new element into the map.
    -> Replace a lot of the crates.
    -> Consider opening up the church tower again for an extra rotation/sniper area.
    -> Add/reopen extra sub routes if needed. B might need an extra T route - (need to spectate to see it - but it is on the left part of the "old" image) for a T split.
    -> Make map more intuitive.
    -> Fix the 50-50/T - Junction arches.
    -> More wallable spots.
    -> More comp viable.

    And lots more.


    I am particularly interested in feedback that will make the map structure more competitively viable/fun to play. New routes that could be opened up, and any potential boost spots worth be worth adding.


    Current overview.


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


    Older overview - can re add these routes if needed.


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

  • How to make brush not have bullet holes?

    • OrnateBaboon
    • April 18, 2014 at 5:12 PM

    A more elegant solution for sure!

  • How to make brush not have bullet holes?

    • OrnateBaboon
    • April 18, 2014 at 5:05 PM

    Maybe turn the second brush into a displacement, and add a nodraw brush inside the displacement? Not totally sure if that will work, but it is definitely worth a try.

  • Sharing my newly released paper on optimization testing in Source engine

    • OrnateBaboon
    • April 14, 2014 at 3:43 AM

    I think the second link - the Game Banana one is easy enough to get it from - I had issues with the first link as well.


    I read the two tutorials. Comprehensive, and easy to understand. Surprised to see Sun Tzu quoted in an optimisation guide for the Source engine, but somehow it feels like a good fit

  • Drill

    • OrnateBaboon
    • April 12, 2014 at 7:10 PM

    This the map that was tested on the server before? Had an interior bombsite, an overpass in mid, and a few squeaky doors? If so, I remember it being a lot of fun.

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • April 11, 2014 at 4:45 PM

    Yeah, palms is the main worry with snow, but they are easy to use, and don't look noisy, so are hard to replace. Part of the problem with the snow one. Gah!

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • April 11, 2014 at 4:13 PM

    Having some trouble deciding what direction to take the map visually. Post process/fog is too strong in both cases though. Anyone got any strong preferences about what looks best? Snow theme is further along regarding work done to it, but should the sunny version be better, it is easy enough to change back.


    Also not sure how snowy it will have to be to get right. For example, will the grass and trees need snow on them to sell the theme? Also, some areas might look a little odd, since it is quite rare to see snow and palm trees in the same place.


    [Blocked Image: http://www.skybex.com/home/1_snow][Blocked Image: http://www.skybex.com/home/1_sun][Blocked Image: http://www.skybex.com/home/2_snow][Blocked Image: http://www.skybex.com/home/2_sun][Blocked Image: http://www.skybex.com/home/3_snow][Blocked Image: http://www.skybex.com/home/3_sun][Blocked Image: http://www.skybex.com/home/4_snow][Blocked Image: http://www.skybex.com/home/4_sun]

  • [WIP] Half-Life 2: Dreaming

    • OrnateBaboon
    • April 10, 2014 at 10:13 PM

    Excellent stuf. Fits HL2, but has its own vibe.

  • DE_CROWN

    • OrnateBaboon
    • April 9, 2014 at 8:26 PM

    Nice!


    Don't think I can link it, but in the second to last image the from bottom of page 1, the stain decal on the left cuts off abruptly. Really minor, but probably something people might see since it is at player height.

  • MapCore CS:GO Playtesting 4.0

    • OrnateBaboon
    • March 31, 2014 at 5:51 PM

    Can I get the 17th please for de_italian map.

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • March 29, 2014 at 3:57 PM

    At the moment it looks like you have at least 7 main routes, which is more fitting of a demolition map. To make it work better as a hostage map, I think reducing the number of main paths down to 3 (like most good hostage maps), and blocking off as many windows as possible would help things massively. Once you do this, you can then focus on refining the chokes, and work on balance/fun/sightlines etc.


    Just from the overview, it does not look like anything that cannot be solved, or at least radically improved by some simple changes.


    Assuming all the necessary entities are in the map to get it working, it totally looks like it is worth a playtest on the server so that people can give meaningful more feedback. There is too much work here to let the map go to waste!

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • March 27, 2014 at 3:32 PM

    Looks like an interesting theme, though I would suggest doing a full lighting compile to get the best from the images. It will improve the look dramatically.

  • The random model thread!

    • OrnateBaboon
    • March 22, 2014 at 1:48 AM

    Looks really cool! Only thing that stands out in the image is the flame, which looks a little bit painted on

  • [CS:GO]de_zoo

    • OrnateBaboon
    • March 20, 2014 at 6:08 PM

    Looks great and plays well. I really like the variety in the screens. The only criticism I can give is that the yellow tiled floor looks a little too saturated compared to the other textures.


    Good luck with it!

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

    • OrnateBaboon
    • March 17, 2014 at 7:45 AM

    Anyone else feel a bit dirty by clicking the "Like This" button on so much good work that will never get released?

  • de_ali (working name)

    • OrnateBaboon
    • March 15, 2014 at 1:13 PM

    Just read this from the beginning. Great thread! Got to say I really miss detailed wip threads like this where you see the map progress. We need more good wip threads!

  • totally random texture thread

    • OrnateBaboon
    • March 13, 2014 at 4:49 AM

    Really nice texture. An entire set like that would be great for a CSGO map

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