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  3. Deh0lise

Posts by Deh0lise

  • [CS:GO] Rails

    • Deh0lise
    • April 24, 2014 at 3:30 PM

    Ok, updated it (and found a bug, players can get stuck crouching close to a snowed crate...).


    Here are the changes:

    VISUAL
    -Inverted specular on snow. No more massive blue reflections
    -Fixed a ground texture in ladder CT spawn
    -Fixed a concrete texture in B
    -Lightened environment shadows
    -Added a rail in skylight room (B) to help players notice unreachable area
    -Changed the middle vent red light to a blue in order not to confuse newcomers (not a reachable area)
    -Made lower steps of A stairs smaller
    -Fixed decals being applied to displacements

    GAMEPLAY
    -Lowered T's entrance platform in A
    -Inverted windows wood in house A to facilitate CTs job covering stairs
    -Added a fence on A corner to lower in order to prevent cheese position
    -Added an additional box and wood planks to mid A corner in order to increase predictability
    -Made some lights nonphysic in order to prevent cheese positions
    -Fixed map boundaries and abusive spots
    -Added a black brush in lower crate A to prevent abusive spotting
    -Added a wood plank in CT spawn to reduce CT's fire angle. It made it difficult for T's to spot them in tubes
    -Fixed a collisions on a model down A vents that disturbed movement in barrels corner
    -Lightened environment shadows in order to help readability
    -clipped and resized window brushes on CT spawn to B to increase prediction
    -widened a wood plank in middle to help throw grenades

    OPTIMIZATION
    -made func_detail some missed brushes

    TO DO (Among others)
    -Further testing of the bombspots with good awpers & smoke strategies
    -Change middle door for a breakable model
    -Observe lightmaps in order to improve shadows and reduce filesize
    -Revise hinting, as in some places it may have aged
    -Design and add new signs for bombspots
    -Improve some textures (mostly specular and ssbump)
    -Improve 2d & 3d skybox
    -Further details (v.g snow on few props) & light improvements in certain areas
    -Further clipping to make movement smooth
    -Navigation mesh for bots

  • [CS:GO] Rails

    • Deh0lise
    • April 22, 2014 at 7:17 PM
    Quote from El Moroes


    For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.


    Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.


    Ok I understand, but currently, the snow is a little bit out of your setting when we see green grass with green trees. I know that it could be saw in reality but here, on your map, it's a little bit weird. I'm sure you can have a nice sand texture without a loss of readability.


    Oh, and about Rust ? Do you planned an update (I like the setting you used ) ?


    Maybe I should do some brownish grass and use it for de_rust too!


    I made some changes in rust but I'm not confident enough with them. I simplified it a lot, but I have to redo an area to make it more enjoyable & pretty. Not close to release yet, but once it's done as will change a lot I will probably do the same as I did with rails, a new release.


    Quote from tomm

    just checked out the map, I like it, seems rather fast paced(and that's good imo)


    dunno what the map looked like before, but I think we need more snow themed maps


    oh and one funny thing


    Ups, decals are alive when get close to a displacement. I've noticed another one in a different spot. Will fix for sure.


    Thanks guys!

  • [CS:GO] Rails

    • Deh0lise
    • April 22, 2014 at 4:51 PM
    Quote from El Moroes

    Nice update but...why snow ? Replace it by the sand you had before please


    For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.


    Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.

  • [CS:GO] Rails

    • Deh0lise
    • April 22, 2014 at 12:34 AM

    Hi everyone!


    I've just released my uberupdatedversion of de_rails, and after telling everyone in the chat about it, it is the time to tell you everyone else the good news!


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


    Radar (WIP):
    [Blocked Image: http://i.imgur.com/s4RQ0SQ.png]


    Screens:

    [Blocked Image: http://i.imgur.com/85pTNks.jpg]
    [Blocked Image: http://i.imgur.com/LsYTZfR.jpg]
    [Blocked Image: http://i.imgur.com/yjerS90.jpg]
    [Blocked Image: http://i.imgur.com/ItsdItn.jpg]
    [Blocked Image: http://i.imgur.com/Osw6gBE.jpg]
    [Blocked Image: http://i.imgur.com/p0wE7fu.jpg]
    [Blocked Image: http://i.imgur.com/dCNZWSo.jpg]
    [Blocked Image: http://i.imgur.com/OSYMdXY.jpg]
    [Blocked Image: http://i.imgur.com/fygFGua.jpg]
    [Blocked Image: http://i.imgur.com/N6qsOpG.jpg]
    [Blocked Image: http://i.imgur.com/un9PY1b.jpg]
    [Blocked Image: http://i.imgur.com/XHggVeT.jpg]
    [Blocked Image: http://i.imgur.com/DGpUo4o.jpg]
    [Blocked Image: http://i.imgur.com/6mTrhKL.jpg]
    [Blocked Image: http://i.imgur.com/CC08ozZ.jpg]


    Feedback is appreciated!

  • WIP in WIP, post your level screenshots!

    • Deh0lise
    • April 20, 2014 at 5:39 PM

    I'm working in the aesthetics part of a map I did long ago, de_rails (already fixed some gameplay issues it had). I'm doing night/snowed setting. I need CC, a radar and few minor adjustments (bumps, etc)


    [Blocked Image: http://s18.postimg.org/fikd2yoqv/de_rails_b60018.jpg]


    [Blocked Image: http://s18.postimg.org/f3939y2tj/de_rails_b60019.jpg]

  • [CS GO] de_medieval (wip)

    • Deh0lise
    • April 17, 2014 at 10:53 PM

    Too clean for me, but the architecture looks nice and is easy to read. Besides that, there is something I dislike, I'd avoid making players jump four times. You can add an inclined wood plank (like in de_mirage) or a ladder, as nobody likes to jump so many times.

  • CS_AGENCY

    • Deh0lise
    • September 2, 2013 at 9:01 PM

    Ok, I've just tested it. Plays as great as I remember from alphas and looks so fucking great without disturbing movement. Great job Puddy&Ricky!

  • CS_AGENCY

    • Deh0lise
    • September 2, 2013 at 8:21 PM

    Puddy, is there any possibility to download your map from somewhere else than workshop? I'm unable to solve the workshop bug downloading the map :S

  • CS_AGENCY

    • Deh0lise
    • September 1, 2013 at 12:47 PM
    Quote from Thrik

    Is something generally knackered with your installation? If you can't use Workshop or download custom maps...


    It's not related to the installation. I can download some, others just don't work at all. I've searched on steam forums and some people had the same issue. Some solve it by downloading one map at a time, but that doesn't work for me. I'll verify cache integrity though.


    EDIT: Same result, verifying cache integrity doesn't solve this bug.

  • CS_AGENCY

    • Deh0lise
    • September 1, 2013 at 12:22 PM
    Quote from iwxanthi

    Up and running on the GC server: 62.133.211.50:27015


    I've tried to join, but csgo crashes when downloading. Got the same problem when subscribing within the game or via web browser. Any idea?

  • CS_AGENCY

    • Deh0lise
    • September 1, 2013 at 10:10 AM

    WHY!? WHY only Workshop!!!? It produces a ton of errors, I can't download this map, not blackgold and many others.


    Oh god, put it somwhere else, gotta see how this turned out!

  • [CS:GO]de_blackgold

    • Deh0lise
    • August 19, 2013 at 6:55 PM

    Will you upload it to gamebanana? I can't download it from workshop, CSGO crashes.

  • De_ruins

    • Deh0lise
    • April 26, 2013 at 1:54 PM

    Yucatan is fine. Calling it aztec is not a good idea imo (some people hate aztec).

  • MapCore CS:GO Playtesting 2.0

    • Deh0lise
    • April 25, 2013 at 11:31 PM

    I had to leave soon, so I've just been able to test agency, but I liked it. Those clean and open spaces feel very good, and the flow is nice. Being T seemed to be harder and I missed props I could use to get some cover while shooting. There is also a little detail I disliked, a "tree" prop close to the circular stair that blocked visibility when aiming upwards. Beside that I really liked the map.

  • MapCore CS:GO Playtesting 2.0

    • Deh0lise
    • April 25, 2013 at 6:03 PM

    I'll try to join you at least for 40min, this playtesting idea is a really cool iniciative!

    P.S Do I have to download something before 21:00 or does it download automatically from steam?

  • De_rails [CS:GO]

    • Deh0lise
    • April 25, 2013 at 12:37 AM

    I did this one really fast (10 days), and I'm kinda proud of that, but because of that I had not enough time to spend on some visual aspects (like middle, which is too empty). There will be more green, like grass, bushes and decals on walls, but not blue (sorry ravage). That is the idea I had in mind from the start (it was a contest entry) but If you've played it, you may have noticed some bush models in some areas that try to break the monotony.

    Anyway, thanks for those comments.

    If anyone is interested, I've updated the map recently with gameplay fixes (v.g cover in middle, door open/closes, B is safer for Ts - I've changed a train model for a bigger one...).

  • De_rails [CS:GO]

    • Deh0lise
    • April 19, 2013 at 11:28 AM
    Quote from Thrik

    Looks good, although maybe a bit angular. It's good to break free from the grid and get more interesting angles and paths rather than everything being 90 degrees.

    I have emphasized that in de_rust, but with de_rails I wanted to provide players with an easier layout with defined areas and paths, so it can be memorized within 2 or 3 rounds. So it is true I've used a "grid like layout" but I've countered -or tried to- that with the inclination of the whole map towards CT while offering different height levels to improve the experience.

    I'm glad you liked it Thrik

  • De_rails [CS:GO]

    • Deh0lise
    • April 18, 2013 at 12:57 PM

    New map I've just released two days ago. It's a train themed map with an easy 8 layout. Easy to navigate and spot targets it is designed for 5on5 matches.

    Screens:

    [Blocked Image: http://s18.postimg.org/plo7zktxl/2013_04_15_00035.jpg]

    [Blocked Image: http://s18.postimg.org/xsg7r5k09/2013_04_15_00003.jpg]

    [Blocked Image: http://s18.postimg.org/i88u0m9vt/2013_04_15_00004.jpg]

    [Blocked Image: http://s18.postimg.org/y7rhk65xl/2013_04_15_00009.jpg]

    [Blocked Image: http://s18.postimg.org/nm7m85zm1/2013_04_15_00012.jpg]

    [Blocked Image: http://s18.postimg.org/d0nqw5tah/2013_04_15_00013.jpg]

    [Blocked Image: http://s18.postimg.org/p3t2jq4cp/2013_04_15_00024.jpg]

    [Blocked Image: http://s18.postimg.org/fkjdq9guh/2013_04_15_00030.jpg]

    [Blocked Image: http://s18.postimg.org/7gfuz9jt5/2013_04_15_00032.jpg]

    I've submitted it to CEVO/GB contest and got into the finals, now it is in voting process. If you like it I'd appreciate a vote: http://www.cevo.com/...apping-contest/

    Download here:

    http://csgo.gamebanana.com/maps/173647

    http://www.csgmaps.com/details.php?file=990

    http://steamcommunity.com/sharedfiles/fi…s/?id=139336785

    Feedback is welcome!

  • CS:GO - de_print

    • Deh0lise
    • April 18, 2013 at 3:19 AM

    I didn't expect it either. I've just noticed I answered after the selection. I had no idea, I didn't even see your previous post as I was writing mine. Sorry man, this selection sucks.

  • CS:GO - de_print

    • Deh0lise
    • April 18, 2013 at 12:40 AM

    [Blocked Image: http://s9.postimg.org/9ssyha9xr/image.jpg]

    Vents (a and b) let T attack from two different spots at the same time, which is hard for anyone covering that square. Also, if there is someone in the 3 positions marked in orange he has an inferior position against a rush as he does have to cover two vents plus the corridor. The only spot you can do that is in the plant you use to get to the roof, but your weapon might be seen. Adding a cover (teal line) might help that position, though it is still unsafe, you are surrounded. I don't know if it would be possible to make that area strong for CTs with those vents (maybe making them go a bit farther to slow switch speed and make it safer? closing one vent just let in light?), it is insecure, I wouldn't cover there, I'd keep with window and not close to its frame (two coming from vent are too much for one CT).

    The other two might are relatively fine, but T do have advantage with the teal squared crate, which covers half of their body. I'd eliminate that crate or try to reinforce d and e spots. Moving the crate to give "e" the same advantage T had in long and adding something to d to have the same part of the body covered might help to equilibrate it.

    The positions you've marked between servers in A, and inside B (crates) are nice for some rounds with a MAG-7, but are more of a rat-trap if you are holding an M4, you wont use them as much. The position inside A spot hasn't a good cover if T come from the other side, so it is not a good option for me, you've got to rely on your mate controlling long, who'll have to tell you in time to go back to "e", or get screwed in vents.

    [Blocked Image: http://s9.postimg.org/hx12m0wcv/image.jpg]

    Here I marked the two spots I thought were too difficult, as you can see they can be seen from two spots (the one on truck is the one I saw looking long). That is why I'd stick with the one outside in the front of the truck (T see only the head) and add cover for the other one on platform. I've draw a line in the front, but it could work nice in the side or even make the window razed and cover him somehow, just to make him feel protected, he has to concentrate in one single target).

    The one marked with a teal circle is my favourite position because he is really covered and can switch fast, he has a nice route for support, but has a problem, he can't change position from up double doors to window, once he drops down he can go up (yes, he can help spamming wood, but that is not enough and support from double doors is T territory).

    Now the orange line "a". This is the fastest way to support B, but it is controlled by T, and they can easily leave someone to control it, so the support will suffer or go slow to take care of the situation.

    [Blocked Image: http://s11.postimg.org/60k5pdvir/image.jpg]

    This is how I thought it would be covered. Number 1 can vary position to the safer ones, but number 2 has to stick behind the front of the truck (if he covers from window he can be fired from behind -double doors, if he does from 1he can be shoot from the other double doors). Number 3 is the best man to help A, he arrives faster than anyone, as the others have a long route if they don't take double doors (controlled by T).

    I think the problem here lies in CT supports. T control the middle and can switch bombspots really easy, but CT do have to travel a lot or take a dangerous route (double doors). Maybe if you made it possible for 3 to go back to the window and help 1 go back to platform faster and safer (not having to go up the ramp from the outside), maybe connecting platforms 1c-3 where the ramp is with wood planks a hanging vent, or just a ladder or using the boxes it may help them out. Meanwhile I feel like T can control the map easily.

    The strategy I'd use for T is to enter B with two people in each double doors + one outside. Number 3 may go back, but 1 and 1c may have troubles. You can also play to open/close the doors to check if a CT has his back uncovered. Opening doors from one side (covered) is easy, and throwing in a smoke too (to the metal wall and straight to the line of sight of 2 and 1a/1)

    Comparing de_print with de_nuke I think the latter does give CT a big advantages compared to the former. Print grants 3 of the four walls of the rooms to possible T attacks, two double doors and one single upper platform over double doors. In the other side, nuke has higher platform (covering all walls) over doors and grants T with only one single door and a wide open entrance where CT see the feet of enemies first. I think the nuke is too hard for T, I always thought there were too many upper platform (four walls), but I think print gives too many advantages to T.

    Platforms on nuke give advantage to CT because you can't predict where they are, and they are way above you, so you are forced to do some unnatural movements (too high for me, moving mouse upwards is not as easy as moving it to the sides). As there is only one platform not in the front of a door (second double doors) the prediction is easier and the mouse movement more natural in print, so those are good points for me, but it is still too difficult for CT.

    Maybe playing with the kind of doors and its size (v.g roll up doors showing only feet, a broken double door which only one does open etc) might help giving CT a bigger advantage. I am not sure about extending platform over to the other door, but making it possible for 3 to go back in once over platform would really help.

    Testing it properly might change my opinion, but this is what I'd consider. Hope I helped somehow

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