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Posts by Deh0lise

  • VALVE!!! Please, let mappers without RTX cards make their own maps for CS2!

    • Deh0lise
    • March 25, 2024 at 11:37 AM

    Something new and a fast(I hoped) port of rails with minor changes. Facing more challenges than expected though.

  • VALVE!!! Please, let mappers without RTX cards make their own maps for CS2!

    • Deh0lise
    • March 23, 2024 at 4:22 PM

    Thanks Lizard!, difference among the ones I was looking for is narrow, a 4060 ti seems good enough.

    That's a good reference @Serialmapper, thank you, I can wait 2h. I just don't want to leave it at night to compile (like in old css days).

  • VALVE!!! Please, let mappers without RTX cards make their own maps for CS2!

    • Deh0lise
    • March 18, 2024 at 2:53 PM

    I have the same issue as the OP, old PC (GTX970, i7-4790K) and changing it would be only because of mapping, not for games.

    A new 4060 would be enough and fast compillng? (with bottleneck on PCIE 3), or it would take ages to compile?

  • de_scepter

    • Deh0lise
    • July 29, 2017 at 10:30 AM

    Looks really cool! I particularly like a lot bombsite B, quite interesting height levels. Too bad there was manipulation in the workshop... but luckily looks like it is getting the attention it deserves. Really good work, keep on!

  • [CS:GO] Caliente

    • Deh0lise
    • May 29, 2015 at 9:00 PM

    There are very big sight lines in the two bottom parts of the overview you posted. That will cause optimization issues and may not create a good sensation for players (running long corridors) and may even make enemy players too small in the distance, thus giving awps a big advantage.

    I haven't played it, I don't have much time, but It would be nice in order to receive good feedback to stamp A/B site on the overview, give a small description of the images or post a video.

    I know it is not nice to recognize, but many of us are lazy or don't have much time or interest to answer layout threads because they take a lot of time and thought. Once you've got a full functional version you may want to test it with players and ask about their feelings, or exchange thoughts about mutual works with other mappers. Not many people give their time for free for something as time consuming as layout design, so the best way to receive it is reciprocity or hype.

    Good luck!

  • [CS:GO] Rails

    • Deh0lise
    • May 28, 2015 at 10:41 PM

    TheGuma Seen it already, reddit never fails.

    onebit Thanks, I'm fixing some of those unreachable spots and adding some clips to prevent players from getting outside the map.

  • [CS:GO] Rails

    • Deh0lise
    • April 24, 2015 at 6:01 PM
    Quote from Dosentti

    Did you make that skybox yourself? Is there any chance you could let me use it in my projects?

    I did it indeed. Add me in steam Deh0lise!

  • CSGO asset store

    • Deh0lise
    • April 6, 2015 at 9:49 PM

    I thought about that long ago, but it would be nice if it was VALVE's idea, centralized and rewarded a % in case the map chosen for an operation contained your assets.


    In my case I don't think I'd pay for assets as it is a hobby and I like doing them myself (and learning), but I wouldn't mind sharing revenue in case of collaboration, but buying them directly... I don't think so.

  • Temple of Utu - Unreal Engine 4 env for Polycount's Throne Room contest!

    • Deh0lise
    • April 4, 2015 at 12:39 PM

    Good job! I've been looking all submited entries and yours is the best imo, I'd love to sit there!

  • [CS:GO] Rails

    • Deh0lise
    • March 29, 2015 at 4:23 PM
    Quote from Juxtapo

    Not sure if you can make this happen but if you can fit a detroit rail sign above A site you should totally do this instead of a boring red spray paint decal


    Yes, that and neons are good ideas I'm working on though I don't have much time besides weekends and there is more stuff to do. I've already made the new radar, fixed the hanging cables, modified the new route entrance to make it obvious for players, reduced snow on B to lessen the temptation of jumping over the train, modified the new broken corner to make players show the hole body when sniping, fixed clips... currently i'm tilting b letters and adjusting rooftop models in middle and A... a lot of work that is less obvious in the screens but pays off when playing.


    Quote from jakuza

    I think your texture set works perfectly with the bluish night light, but the greens for me still seem to really clash with the snowy theme. Even the graffiti with greens really distract from the overall color composition imo.

    El Moroes also suggested about snow on vegetation, and it's something that might improve it and I agree on (a lot of work though!), but green or another more shiny color is needed. If there was no green it would feel too sad and boring. The colors used are white-brown and green, leaving this one out would make it look like an "old nextgent" brownish game.


    Imo, the clash is because we're used to very cold places with no vegetation in most games (i.e cod maps filled with ice cicles and snowy storms), but snow doesn't kill every plant once it touches it, it may just be the first snow of winter. For example I saw snow in Barcelona with green plants and vegetation (not common). The clash may depend on you experience and may even be good to attract those who are not used to such environment. The color combination and mood is good imo.

  • Games W.I.P Thread

    • Deh0lise
    • March 29, 2015 at 12:30 PM
    Quote from Pampers

    Got some new stuff in, the sprint animation is bad so I need to change that

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    I was reviewing old posts and looking all those guys behind the ball and I just couldn't stop thinking some of them will fall (or will be pushed) off the terrain. Could that be an option?

  • Games W.I.P Thread

    • Deh0lise
    • March 28, 2015 at 5:57 PM

    Congrats sjonsson those are very good news!

  • [CS:GO] Rails

    • Deh0lise
    • March 25, 2015 at 9:40 PM
    Quote from Vaya

    Is that bluring from the vent or have you done that in photoshop? not sure if it's the timing of the screenshot or not but looks a bit overdone. Other than that the changes to this area look great!


    It's an env_steam, it doesn't affect visibility and adds a bit of movement to the area and a good callout name.

  • [CS:GO] Rails

    • Deh0lise
    • March 25, 2015 at 10:11 AM

    I've released an update, I still want to work more on it, but I've implemented some changes: http://imgur.com/5FREJaf,cMnojs…S0GP5,VNGCnNg#0

  • [CS:GO] Rails

    • Deh0lise
    • March 15, 2015 at 11:45 PM

    I'm still working on the models, but I've got the gameplay set. As you can see I've already increased the cover on the site and differentiated the gameplay from train. CTs can access the bombsite using the backdoor which leads to the dark tunnel side (you can see some light on the round train). Going straight double doors wasn't very interesting gameplaywise.


    I'm going for the Detroit theme FMPONE suggested, though I'm not sure I'll be able to make neons, they require a lot of tris, between 2-3k, and I'm not sure how it will hold. I have some placeholders now (hotel sign, russian sign). I've also changed some decals for guidance, fixed clips, changed lights etc.


    I'm not gonna eliminate/move the 'trap vent' in A as it is placed there so it can be controlled easily by CTs, currently the balance of that site is fine as it is imo. I've added a yellow decal though, but it will still be closed as it is interesting for Ts to know when it is open and breakable sound does really help. The vent itself is not just to boost but to retreat as T, sneak as CT behind Ts, throw nades@site... moving it or placing a ladder would diminish the predictability and the way it was meant to be played, though I don't discard further modifications after testing it several times.

    [Blocked Image: http://puu.sh/gzRmj.jpg]

  • [CS:GO] DE_Resort

    • Deh0lise
    • March 1, 2015 at 8:12 PM

    You've nailed the materials, and there a re very nice details all over the map, Good job!

  • WIP in WIP, post your level screenshots!

    • Deh0lise
    • February 23, 2015 at 9:17 PM
    Quote from will2k

    More WIP

    I love that first shot.

  • [CS:GO] Rails

    • Deh0lise
    • February 22, 2015 at 3:39 PM
    Quote from FMPONE

    I put together that album of feedback for you, as promised. I hope you can get into an Operation with this but it will take some polish


    http://imgur.com/JaStsw7,6qqxYN…CgX1o,BIa7vNT#0


    also this (just an idea for Detroit theme)


    That's a LOT of good feedback! gotta work.


    Thanks ^^

  • [CS:GO] Rails

    • Deh0lise
    • February 21, 2015 at 6:33 PM
    Quote from FMPONE

    Not saying theme is not important, just that it really wasn't my focus when I started it, the public target didn't really mind it (you probably know already some old players and their mindset) and I didn't have the tools to make it unique back then (i.e 3d package) besides texture work (I used to extend a current theme). In fact, the map I'm working on has that issue solved from the start, it's something I'm aware of despite I didn't fix with rails.


    I agree that adding landmarks that remind of real locations can increase the desirability of the map by fulfilling fantasies and adding a bit of storytelling within the map itself (not just the description). That's something I could work on with Rails, I just didn't see myself remaking the whole set of textures plain/washed out following the current trend and revising the whole theme again.


    I'm open to suggestions and I don't discard working more time on the map. I've updated it not long ago and I'll probably do it again (I've fixed stuff in hammer already) not just for gameplay reasons but to implement some suggestions like yours, that's fine. I'll totally check your insights tomorrow and think about it.


    Thanks for the time & insights

  • [CS:GO] Rails

    • Deh0lise
    • February 21, 2015 at 1:11 PM
    Quote from FMPONE

    Deh0, maybe you can post 2d flats here and we can help critique?

    No problem. Some have more work than others, which are based mostly on a photo (v.g snow):

    [Blocked Image: http://i.imgur.com/sSXAaH8.jpg]

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