Looks pretty fuggen sweet, what happened?
Posts by JeanPaul
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I could be wrong but I am pretty sure the map looks too blue because he only showed the blue side + part of mid. The other half of the map is completely red-themed if I remember correctly.
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So I decided to remove the level design from my website for the time being and use another (undetermined) site for my LD work.
That being said, I added some new photo work so check it out
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I dont get it. Wasnt Bioshock infinite both a critical and financial success? WTF?
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I can only imagine what a full server with like 5-6 CT's having shields would be like. Honestly it doesnt sound fun at all haha.
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I have to ask though
Motel??
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I really feel like I need to say this in response to the comments I have seen already in this thread. This is also slightly in response to the annoying counter strike community

1. The ground is NOT too flat, counterstrike players love flat, it allows them to get "headshots for days lel" - I mean look at de_cache, its flat as fuck and everyone loves it. This can go both ways, either you add some displacements and change it up a bit or you keep it super flat. Either way you are going to get complaints because its, well, the COUNTER STRIKE community.
2. Its your fucking map, change what you want to! Keeping the exact same sightlines and exact same everything in the map is absolutely retarded. Change what you feel you think is necessary for a better map. This can apply to basically anything in the map aswell!
3. If there is one thing to keep in mind with the counterstrike community its that they honestly seem to fear change. I know it sounds ridiculous, but I remember playing in de_inferno this past summer when the server I frequent had a few players notice the railings at mid (that caused annoying movement problems) were removed and there were actual verbal complaints from half the server! I mean WTF?? Point being - you will get flak regardless of what you do with counterstrike players. So, change what you want and make it a better map for it! If this means new sightlines, or new anything, just do it!
4. I thoroughly checked your screenshots a few times and I cannot honestly see any part in any of the shots where visibility would be a problem when trying to find players during gameplay. I noticed that you did a pretty damn good job of keeping most the walls that players will be standing next to pretty clear and simple and thats great

5. "IS IT A COMP MAP OR A PUB MAP" is a ridiculous thing to even consider. These two things are NOT mutually exclusive. If your map is good for comp play, it is good for pub play. Considering the fact that your layout is mostly the same as your previous seasons, and season is a much loved comp map then bam, its good for comp and pub.
I also like how you made it a greenhouse/whatever type deal to allow as much CSM light in as possible, but sometimes that causes some shadows to break up the simplicity. An example being the last shot you posted here, if you slap some corrugated metal panels above the ceiling (like its resting on the roof) you could easily get rid of some of the noise from shadows on the walls while also adding detail.
I do agree though, your lighting is a tad bland, and I honestly only think its because you have a light_env with a bit too much white. Try adding some slight yellows and oranges to give it a nice warm glow.
Great start so far though bro, once this shit gets finalized it will be nice to have an updated season to play on all the servers.
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NO ONE KNOWS MY REAL NAME
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de_omelette_du_fromage
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So you want to discourage the player from walking around in a majority of the map? Yuck bro!
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Holy christ dude that looks fucking incredible

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Personal opinion: All good source detailing NEVER scales textures above 0.5. This rules does not apply to skyboxes
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Semi-false.

Colliding brushes depends on the particular brush, and in some instances it can cause problems/bugs/visual errors.
-func_detail colliding with func_detail = okay
-func_detail colliding with world geometry = okay
-world geometry colliding with world geometry = not okay
It basically boils down to whether or not vvis sees any of the aftermath when compiling. So the same concept of func_detail with func_detail can be applied to any brush based entity.
Also your construction of that building should be 100% dependant on whether or not you want to make it with an interior
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Honestly I would test it out ingame again - try mine specifically. I dont buy for a second that you have clipping issues with something that small, no way!

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Quote from leplubodeslapinDisplay More
Thanks for this answer JeanPaul.
Actually i don't have any problem with the vertex tool, the issue i'm talking about comes with the clipping tool. I don't think it's due to invalid solids, i'm really careful about that.
I totally agree with the fact that it would be better that my floor is in brush (mainly because of the lighting as you said), and it was in brush before, the same way that you generously have done :
[Blocked Image: http://img98.xooimage.com/files/b/e/2/pente_deja_faite-4257d5a.png]
(it's the lower floor)
But i had the problem that i said to you, and i'm sorry but i have the same issue with your vmf, take a closer look :
[Blocked Image: http://img95.xooimage.com/files/e/b/6/grille_hammer_bug1-4257d5e.png]
[Blocked Image: http://img97.xooimage.com/files/3/e/1/grille_hammer_bug2-4257d66.png]
[Blocked Image: http://img99.xooimage.com/files/b/0/4/grille_hammer_bug3-4257d6a.png]
Maybe i just have this issue on my PC, i don't know (those screenshots were taken in a grid scale of 1 and the biggest zoom possible), could you try to check yourself ?
So, this is the reason why i made it a model, because vertexes can't move once the model is compiled and the lighting isn't that bad with -staticproppolys and the other compile commands (i don't remember). And it seems that it doesn't bother the bots.
Still, thank you very much for this explanation, i didn't know about the texture thing.
Thanks puddy for coming yesterday, i'm not sure i will be able to make the paths less "twisty and turny" but i'll try and yes, i also think there is a balance problem, especialy in the main entrance. I'll try to do something helpful for the CT. Thank you
So I re-downloaded the opera floor to open again in hammer to see these misaligned lines you are talking about here. I can safely say the misaligned vertices you are talking about are misaligned by less than 0.1 unit. Since this is a func_detail and doesnt block vvis, this discrepancy can be safely ignored. Not only is it too small distance to be noticed as a gap in the brushwork ingame, but it is also 100% optomization safe because its a func_detail. Sometimes, even with the best knowledge of the engine, what you are going to make will always have some small problem with the brushwork at a micro level. I would honestly use what I posted earlier in a final version of my map because you wont even come close to noticing a 0.1inch gap in the brushwork
Quote from Rick_Dwhy don't you just fix it?

Well actually, the vertices in the images he posted are so close together that Hammer wont actually let you select them individually. (weird bug) When you click one, it selects both.
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Quote from leplubodeslapinDisplay More

seriously ?! I wasn't expecting a reaction like that, i didn't think this dev work could be appreciated as much !
Thank you a lot for this, it's really motivating, espacially from you because bms is for me the reference in terms of brushworking (curves and weird and really complex things on bms). So i'm happy that you noticed my work on brushworking and feel free to decompile and take a look at the map, it's an honor for me.
You don't really have missed anything, the last playtest was really different, the map has changed a lot and i already have restarted lots of things from scratch.
I have big issues with the 2D grid of the CS:GO SDK, frequently there are bugs that move just a little the vertexes (maybe just 0.01 unit) and it ruins the optimisation if i don't fix them. For some shapes, like the main stage, i just can't fix it because, every time i open the map on hammer, everything have slightly moved, and it's extremely annoying (this is for example the reason why i did the sloping floor in a model, because there were lots of bugs on it).
Thank you a lot for your post
Wow impressive improvement from the pervious version haha.
Source + Hammer's grid is really a strange ass thing. It has so many quirks that you cant honestly ever know about unless you spend countless hours trial and error-ing things in your map. Having your brushwork get re-snapped in hammer once you reload the map is a result of improper brush creation as oppsed to the (commonly thought) idea that any vertices off grid are automatically snapped on-grid. Hammer forcing or moving vertices around on the grid is a result of an invalid solid trying to be made valid. The clip tool and any translation tool (resize, rotate, skew) will never create invalid solids and can be used to make some weird shit if you play around with them. However, the second you start using the vertex edit tool, you have to be extremely careful as to not accidentally create any concave surfaces as it makes Hammer go nutso.
I also noticed you have pretty decent understanding of how brush triangulation works. (your ceiling dome and a few other things) This same concept could easily be applied to making your opera floors, here take a look at this:
Your floor being a model, while good in terms of optimization, is not good in terms of lighting (especially since its indoor and csm cant touch it) or collisions. So, make it out of brushwork!
1. Count the number of sides each arch has that you want to connect
2. If each number is different (you want to connect a 14 sided arch to a 16 sided arch) use the endpieces as outlier control to "absorb" the left over sides. This makes it so that you can neatly triangulate simple rectangles to keep it as simple as possible
3. Clip the outlier brush using ONLY the clip tool as to avoid invalid brushes here (because it will probably have more than 4 sides therefore making it extremely difficult/impossible to triangulate)
4. Perfectly align the tops of your brushwork to that of the surrounding areas using alt+right click in the texture tool
5. Triangulate the brushwork
6. Select the top row of vertices that you want to drag down to meet the lower arch (this part is important) and drag them down to the area you want to connect. Make sure you drag and not push, as pushing vertices in hammer results in valid solids becoming invalid. Your brushwork should have been made so that the bottom of your connecting arch is the top of the walkable space below so that when you move all the vertices down, you weld the vertices into triangles.
7. Bam! done:
[Blocked Image: http://i.imgur.com/eDvAnQZ.jpg]
I tell you to align your textures before you vertex edit because if your original brushwork shape and texture align to a nice grid, then the following vertex edited brushwork will also do the same even though the new resulting surface is slightly larger than the previous one. (Hammer will ever so slightly stretch the textures for you perfectly and without actually "scaling" the texture - meaning if you click on it, it will still say "0.25" as opposed to a slightly larger number even though it still fits perfectly)
If you did it right everything should stay on grid even after re-opening it ANd your textures will remain perfectly fit and workable:
http://i.imgur.com/PIQjFCG.png
http://i.imgur.com/gxNC1FP.png
I attached a vmf with that brushwork in it if you want to look at it in hammer. (copy it from my vmf and "paste special" with the "center of original" option checked and it will place it exactly in the map where it needs to be)
EDIT: Also thanks for the bms compliments

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Quote from leplubodeslapin
No problem, you're welcome.
My map cs_opera_alpha4 will be ready for the sunday playtest, can it be in ?
So, I forgot about this test and joined a bit late. But when I got into the test today, it was the first time I had seen the map and holy fuck let me tell you, its impressive as hell. Your brushwork leaves me green with envy man, just damn. On top of that, all the play spaces are immediately readable and the encounter spaces interesting and fun.
I took the liberty of decompiling it to look around and I was even more impressed when I saw it in hammer. Straight up got a hammer design boner. One last thing - your main stage is 24 solids when it really only has to be one. (just a friendly fyi) But I bet you already knew that

Insane work so far man.
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