Da fark. That's just under 50% of my SSD. How can it possibly be that big?!
Posts by Psy
-
-
*waits in anticipation*
-
Personally, I'd drop the work you're showing from 2008 as the disparity between the quality of your work back then and now is quite noticeable. Otherwise, good stuff!
-
Dammit. You stole my map idea!

But, yeah, like Puddy said, block it out and see how it feels.
-
To stop Hammer from resetting your video config do the following:
- Open up CSGO and set your video settings.
- Go to /csgo/cfg/ and look for the file video.txt
- Set this file to read-only
- Voila!
-
Aww, man. That's sad news.

-
That change to grenade throwing sounds sweet!
-
Mapcore gonna be making millions at this rate. D:
-
Our names will never surpass 3DNJ's.

-
-
So many PS4s delivered to work today. I felt sorry for the receptionist.

-
Yeah...I wouldn't bother with a console if most of the games released for it are going to be 720p, especially when 4k TVs are going to become the standard. :\
-
Please turn off sv_pure.
kthx.
-
My thoughts on Overgrown:
- Seems too T-sided.
- A is too difficult to defend. It feels like the Ts get there way too early before the CTs can even get comfortable.
- Same with B but too a lesser extent.
- Rotation from B to A is a ballache. I think I might bring back that B to Mid connecting route.
- Needs moar bins.
As for Vilham's map:
- It's very dark in a lot of areas making it almost pitch black in places.
- The route with the container is very busy. Also, it felt like the CTs could gain access to advantageous positions way too easily.
- The sewer section could do with fewer pillars. It makes it look kinda confusing when you have so many vertical lines everywhere.
But overall it seemed pretty solid! Definitely worth finishing. I think it could look pretty snazzy once it's all arted up.

-
-
Quote from roflzomglol
Sure thing, mate! Sunday 21:00 GMT+1 it is!
Edit: and you wanted to know what Rig I have the last time we playtested, here it is:
GPU: GeForce GTX 460
CPU: Intel Core 2 Quad CPU Q6600 @2.40Ghz
Ram: 4,00 GB
Resolution: 1920x1080, 60Hz
Thanks, man.
I'll get the new version up sometime between now and Sunday afternoon. It might be a little rough around the edges but I'm focusing on the layout for this iteration.

-
Can we test Overgrown on Sunday?
I've made a bunch of major changes and I'm eager to see how they pan out.
-
Quote from Puddy
I think that mid should end in a T-junction (or similar) on both sides. Or a 90 degree turn anyway (this is sort of the case on the CT end I guess). The corners where you peak from should be 100% solid, sharp walls or otherwise very defined cover. The overall length should be reduced somewhat. Sometimes the engagement distances were so long that I had a hard time fine-tuning my AWP aim (my mouse sens didn't allow for so small adjustments
).Current mid (left). Suggested mid (right).
[Blocked Image: http://i.imgur.com/aU6Zylp.png]
Haha. Nice diagram.
Tis a good point though!I've already removed all the crap outside Ts entrance into Mid. It's a hell of a lot more readable now with no peaking spots anywhere. I'll look into reining in the sightlines.

-
Quote from Puddy
Hey all, I'm gonna aim for a playtesting version of my map on Thursday! So be ready on Thursday at 21.00 GMT+1!
- Mid is brutal. T can get some very good sightlines and can peak supergood from behind a truck. I don't feel like you can push mid too well as either team. A bit of a death trap.
Thanks for the feedback!
What changes would you suggest for Mid?
-
Any thoughts on the Overgrown playtest?
I've already added another route into B for the Ts and fixed some of the miscellaneous problems.