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  3. Deh0lise

Posts by Deh0lise

  • [CS:GO] Rails

    • Deh0lise
    • September 12, 2014 at 9:32 PM

    And another one!


    Some changes (mostly graphic):

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


    Full changelog: http://steamcommunity.com/workshop/filed…87839294248549/


    And a Spanish interview about it: http://conos.eu/rails-un-mapa-que-busca-su-sitio/ & video they made (old version) https://www.youtube.com/watch?v=6A6E06-NkW0


    Any suggestion?

  • [CS:GO] de_highlands (WIP)

    • Deh0lise
    • September 7, 2014 at 10:44 PM

    Looks great!


    I missed the playtest... are you thinking about making another one soon?

  • [CS:GO] Rails

    • Deh0lise
    • September 7, 2014 at 6:10 PM

    [Blocked Image: http://i.imgur.com/C6z4UxV.jpg]


    [Blocked Image: http://i.imgur.com/vwz325e.jpg]


    New stuff as you can see. Mostly graphical improvements (specular on bricks, those $alphatest shadows, some visual changes in A etc. But also few minor gameplay fixes and a new box that should help Ts.


    And I thought it was ready long ago... there is always some stuff to do I guess : )


    Changelog: http://steamcommunity.com/workshop/filed…87204119100077/

  • [CS:GO] Rails

    • Deh0lise
    • September 5, 2014 at 6:28 PM
    Quote from Minos

    Great vibe with the map, reminds me a bit of the golden age of industrial maps (the doener king, x-tender and all those german guys )


    Thank you Minos : )


    Quote from Hlynur

    Ran through the map and played it with some bots. Really good looking map. Didn't have any visibility issues even though it's set at night. The only thing I noticed is how much of the graffiti is positioned very high on the walls. Feels a bit unrealistic.


    In the real world there are also many graffities painted very high, though I agree that there are more on the bottom of the walls. In this case this is a concious decision in order to make readable the map. Placing too many graffities on the bottom makes it more difficult to spot enemies. For the same reason the bottom part of many walls is white, so there is a higher contrast and players can notice faster each other. I'll leave it as it is because of that but thanks for the feedback!


    I'm also glad you liked it and haven't noticed any visibility issue ^^

  • [CS:GO] cp_altro

    • Deh0lise
    • September 5, 2014 at 4:38 PM

    Imo light is fine, but the bridge (arch) looks strange, probably because it is in diagonal and doesn't seem to be any other bridge. I haven't tested it yet though.

  • ar_temple WIP (CS GO Arms Race Map)

    • Deh0lise
    • September 5, 2014 at 4:36 PM

    Left T path looks uninteresting it is like going out spawn and facing two consecutive closed rooms. I know it is good for optimization reasons, but maybe you could find a better solution.


    Tiny map btw, and no middle at all, so it is all about going one bomb or the other except when you are going right. Rotation for CTs is awful, specially if Ts fake right.


    3Dnj is right about being backwards, but a good spawn may make it notvery important at all (v.g spawn on the top of a pyramid, descend and choose path).

  • [CS:GO] Rails

    • Deh0lise
    • September 4, 2014 at 12:39 AM

    Flash update.

    Because of popular demand, I've modified middle so only one smoke is needed in order to pass to the other side without being seen. Now there is a small fence that covers part of Ts middle.

    Also I've added a green crate in bombsite B. Now you can plant safer in case planting was too slow.

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

    Also, here it is a guide about how to smoke A. You may find new ways to smoke it, meanwhile, this will be useful:
    [Blocked Image: http://i.imgur.com/KTRkkpg.jpg]


    P.S There is a random graphic error (black stain), forgot to restart csgo...

  • [CS:GO] Rails

    • Deh0lise
    • September 2, 2014 at 7:45 PM

    Some September stuff!


    VISUAL
    -Added $detail on some textures. Now they look better when the player see them close (v.g snow ground has small shiny dots like real snow)
    -Improved the 3D skybox. Now there are mountains in the background, a subtle mist and more buildings. Lit buildings are better placed and can be seen from all main routes (A,B,Main)
    -Detailed some ceilings (v.g pipes, vents, trims...) & rooms (v.g A connector and main A).
    -Modified few props.
    -Reduced lightmapsize in skylight room to B. Light below is turned off (thanks for the idea leplubodeslapin). Players wont get confused thinking that is a playable area. The area has been re-clipped to improve movement. One metal plank has been removed (was useless, now you can jump on the other one to control breakable wood route).
    -Added some green cloth covering to few crates to make the area more vivid & interesting.
    -Added some details in spawn CT.
    -Minor details (v.g bottom stairs wall@ bombsite A; platform A...).
    -Updated the radar + added some graphs to the spectator radar.
    -Subtle fog adjustment.
    -Added a small platform in B where the bomb should be planted. Raised all elements on it (light & box).

    GAMEPLAY
    -Removed physics from handrail props.
    -The box in bomsite B has been elevated a bit. Now TS can hide completely behind the crate in certain angles.
    -Added a pipe in A connector. This will make harder to control connector from far (before the gap was too big).
    -Modified bombsite A: new metal plank for more cover (fulfilled a common demand); substituted big crates for fence+crates (one less spot to control for Ts entering upper A).
    -New wood plank in the middle window in windows@ bomsite A. This will reduce visibility for CTs
    -Placed a new crate close to main A entrance and simplified the platform in the front. Now Ts have better movement while CTs can make close attacks.
    -Removed physics from metal structure on the wood ramp in the bombsite A (improved movement)
    -Added func_clip_vphysics to places where weapons could be droped but not picked up (skylight room, spawn ct, B ramp...)
    -Removed particles over the machine in middle (gave advantage to CTs because of fade distance)
    -Tunnels have now a number (1&2) so they can be called out. Notice you can call them lit/dark or something different.
    -Windows@A have a decal over them so players can use them as callouts (A1 & A2). Notice you could call them drop-window, stairs-window before, now they have shorter callouts.
    -Lightened up windows room@A. Ts will be able to spot CTs faster.

    OTHER
    -Filled one container with rubbish in T spawn so its use is clear. Now, some players may not feel they need to get inside.
    -Added a "police line" in T spawn so Ts don't try to run away and get confused by the noclip brush.


    CHANGE LOG THREAD: http://steamcommunity.com/workshop/filed…22218951045830/

    DL: http://steamcommunity.com/sharedfiles/fi…s/?id=251812530


    CONTACT: Deh0lise


    EDIT (wtf I add some photos):


    [Blocked Image: http://cloud-4.steampowered.com/ugc/561017475222158714/0807428E1A8FE132A92EA22954EEB2E647580141/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/561017475222158862/2FD591C483E8251D2C6A372523A95F8372149639/]


    Enjoy

  • [CS:GO] Volt

    • Deh0lise
    • September 1, 2014 at 12:03 AM

    Just tested it with bots and you've got my thumbs up + fav. Nice work, looks like it could be really fun. Both bomsites are original and interesting, and the CC/fog is cool. The colors are strange, but it is very readable.


    Good job ;D

  • [CS:GO] Volt

    • Deh0lise
    • August 31, 2014 at 9:06 PM

    Looks nice & clean, and the bombspot looks interesting. I want de DL link!

  • [CS:GO] Rails

    • Deh0lise
    • August 25, 2014 at 5:25 PM
    Quote from Bevielis

    I'm no expert, but this looks really well done, the visuals look really nice. The only thing that saddens me is that there's such an excess of industrial style maps, so this doesn't feel very unique.

    Thanks for the nice words.


    I agree on the industrial setting, it is over used, mostly because the props/textures being suited for this theme and because most cs maps start as a layout and then the theme is chosen. That's at least what I did, so is dust, mirage and many more. My intention was to find a sort of substitute to de_train, which is broken for too long (imo).


    Anyway, I've just released a flash update after having a 5vs5 match on the map.


    VISUALS

    -Improved the skybox (skybox fog + selfilum textured buildings)

    GAMEPLAY

    -Streched further middle (more bricks close to B door)

    -CT spawn windows narrowed (a new wood plank on the other side)

    -Moved a crate in bombiste A to help planting the bomb. Now Ts can choose whether they want to plant leaving uncovered upper stairs or connector door.

    -Added a semi-translucent cloth on the rails in bombspot A. This will further give sense of protection to Ts while not affecting vulnerability when planting.

    -Nav mesh tweaked


    Still needs more work (skybox ground texture, mist/clouds, roads, yellow lighting...), but I think those buildings are nice touch and improve the overall feeling.

    [Blocked Image: http://puu.sh/b7oIs/0e0953b524.jpg]


    The left wall is the new modification, it covers more or less the same as the boxes, but is more solid and, as there are the pipes, streches middle. I also moved the wood plank so smoking CTs above will be easier now (you cant reach them from T base).

    [Blocked Image: http://puu.sh/b7oLp/3aee9f597c.jpg]


    Here you can see the translucent cloth and the box, which has been moved in order to offer some cover from upper stairs as stated before.

    [Blocked Image: http://puu.sh/b7oP2/07a684e7c9.jpg]


    Streched middle@CT spawn + added clue to stairs and wood that will help Ts notice CTs up there:

    [Blocked Image: http://puu.sh/b7oRc/edf8571eac.jpg]


    I'm changing the map status to "release candidate". I feel quite confident about how it plays.


    Good feedback is welcome!

  • [CS:GO] Rails

    • Deh0lise
    • August 23, 2014 at 7:20 PM

    New update released. Not a very big update, but worth it.

    Download: http://%7boption%7d

    VISUAL
    -New Radar
    -Changed some textures to improve visibility and aesthetics
    -Improved lighting in few spots
    -Added beams of light to standing lights. They don't disturb gameplay and add quite a good mood.
    -Added a new pillar in A. It makes the bombspot look better and helps CT cover from Ts below.

    GAMEPLAY
    -Navigation mesh improved. Bots behave better
    -Modified bottom route to A. Increased the size of the room (Z axis), textures & vent size (faster movement in/out).
    -Modified middle route to B. Breakable wood offers cues to Ts, cloth prevents gives Ts some advantage.
    -Added wood planks in the end of the trains in B. This will give some moving options while playing.

    P.S There are few more updates not listed.

    Feel free to answer this thread, the one in workshop or discuss it Deh0lise (twitter).

    Hope you like it!

  • CS:GO Workshop: Weapon Finishes

    • Deh0lise
    • August 2, 2014 at 12:43 AM

    I wanted to do something more sober and test the workbench, so I did this one, hope you like it guys ^^


    PP-Bizon | Avenger


    http://steamcommunity.com/sharedfiles/fi…s/?id=294620846


    [Blocked Image: http://puu.sh/aAQEp/5208d1142c.jpg]

  • Custom player models in a map

    • Deh0lise
    • August 1, 2014 at 4:13 PM

    I thought about using custom models depending on the map (not server) before, even saw a thread about it, but I didn't look into it (by then we didn't even have kv files). I haven't found information about anyone doing it without editing the *.vpk (server side), and what I'm looking for is to do it with the *.kv.


    Has anyone tried (and succeeded) changing the player models with a *.kv? (I've managed to change the arms, typing a different URL, but not player models)


    I'd appreciate if whoever succeeded doing that that could explain it! I'd even be glad to know if it is possible just to reskin them...


    Anyone?


    Thanks!

  • Thinking about UE4

    • Deh0lise
    • May 25, 2014 at 8:26 PM
    Quote from Buddy

    You can pay once and then use it forever without updates.


    Just subscribe for one month

    Really??? So I can update(pay) whenever I want? that is a strange subscription model :S


    Anyway, learning UDK is similar to UE4? would it be worth it?

  • Thinking about UE4

    • Deh0lise
    • May 25, 2014 at 7:50 PM

    So... UE4 looks great but it has a monthly fee and I do not even know how to use UDK nor any previous unreal engine. Would it be a good idea to start with UDK and get used to it? do they share enough stuff so the transition is easy from one to the other?


    I haven't used UE4 nor UDK, so I'd appreciate an opinion of someone who did.

  • CS:GO - Maps of the month

    • Deh0lise
    • May 17, 2014 at 1:51 PM

    Bad to hear you discontinue this initiative, it was nice to have reviews of new maps, totally understandable though.


    Maybe we'll see another map of yours soon?

  • [CS:GO] Rails

    • Deh0lise
    • May 16, 2014 at 6:29 PM

    You probably already know it, but it is a motive to be proud of, so I'm spreading the word. Vakarm.net published an an article with the best april maps, and de_rails is in it!


    Link: http://www.vakarm.net/news/read/Maps…th-Avril/5723/2

  • [CS:GO] Rails

    • Deh0lise
    • May 1, 2014 at 5:23 PM

    Another update:


    VISUALS
    -Improved A boundaries
    -Modified 3d skybox
    -Modified few lights
    -Decorated middle windows wood plank
    -Added a door model instead of a brush
    -Added metal arches in B
    -Adjusted fog to give more depth to the level
    -Added a broken ladder in middle to indicate the path
    -Added a concrete handrail on A stairs

    GAMEPLAY
    -Increased door open speed (easier rushes and fast upper picks)
    -Solved snowed crate stuck bug on A
    -Added a ramp on A T’s platform to favor smooth picks
    -Added orange bombspot signs so newcomers are better oriented
    -Raised A skybox to facilitate throwing grenades (no bounce)
    -Added a breakable plank of wood on hole A in order to make boosts more noticeable. There is still a hole you can throw nade/smoke without breaking the wood plank.
    -Added a plastic on the scaffolding of arches corridor (B) to improve visibility
    -Made half of plastic on A not translucent in order to prevent lame camping spot
    -Added a forklift on ramp A to reinforce Ts position and disincentive CTs AWPs in ramp

    OPTIMIZATION
    -some forgotten brushes have been converted to func_details There are still many things to work on, but I'm on it

  • [CS:GO] Rails

    • Deh0lise
    • April 27, 2014 at 3:22 PM
    Quote from poLemin

    Finally got some time to further investigate the map. It looks really cool and I love it! Great work!


    Here is the promised album with detailed feedback and things I encountered on the map. Some things are marked dkii (don't know if intended).


    http://imgur.com/a/KlFZ9


    Have fun fixing! ;D

    Display More


    WOW, that's a lot of screenshots!


    1) Yes, I should use a better image.

    2) Ladder is short so Ts going up have to jump, make noise and alert CTs.

    3) Only front windows are accesible so you can drop without taking damage and exposing to mid. The rest of the windows were cliped and their ledge removed so players don't abuse and don't get confused.

    4) I agree. I have to see how I can manage to make it feel not accessible and, at the same time, provide a good vision from the entrance door to the farther door.

    5) Yup, might be a good idea to remove it.

    6) I might add more crates to make it feel more natural, but I like how CTs can move on that train, so I'm not sure how I'll solve it

    7) This is intended. It might be annoying having to jump, but also offers a good lame spot and the old "underthetrain" feeling. Also you can see CTs in the other pit with this "deepness".

    Yes, I agree, din't notice. Suggestion accepted.

    9) I know, it's weird. If Ts were able to go closer they'd see the end of the highway. I've already brought the fence and a conea bit closer though there is still an important gap.

    10) Already noticed, will be fixed in the next update

    11 & 12) I'll make a clip ramp in those spots. Depending on the spot I tend not to clip first or last step so you don't go up when moving closer, though as both spots have only one direction gonna change it, it's not necessary.

    13) You can through one, not the other one. No one advantage for jump there, but ye, will add a clip for consistency

    14) Noticed about pipes (you can jump on), but didn't try the lamp xD. I left pipes because CTs shouldn't rush Ts, just a way to disuade them. Not sure if I'll remove it.

    15) Yes, the whole point of that was to prevent that lame position. Now I've made half of that plastic opaque, hope that will help

    16) It does for sure. It is to help cover from above. There was a time it was snow and made sense, now is just useful.

    17) Fixed. Thanks!

    18) Yes I've noticed after published. Already fixed it. That snow is meant to offer cover for CT support / awp.

    19) Yes.

    20) They were skycrapper windows cleaners in their spare time. You know, those guys do really weird things!

    21) I agree. Fixed.

    22) Already changed red to blue light for that, but If you felt you could go in I'll add some garbage inside.

    23) Noticed after publishing. Already solved.

    24) Maybe is a perennial tree

    25) Made new orange signs for locations, and added a door model. That should do it.

    26) Cliped. Thanks

    27) Cliped.

    28) Mmm... Dunno how I made that.

    29) Been warned. You can even throw the bomb behind there. No one will be able to pick it up xD (fixed)

    30) Yep. Tested it with players, and 3 was too much. It is a lot of jumping and sound, so I let it be that way.

    31) Planning to change some crate models. By now that position feels horrible to me, but will probably be changed with the model.

    32) Didn't know that, but you are right. I'll add a black brush.

    33) Ye, to much love. I might also add some sort of light source there, I've tried with fire, but distracts too much.


    Thank you, that really helps. I'll try to fix it all for the next update

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