I think it's funny that still to this day, you'll insta-notice when there's a finnish map maker around (hint: they use finnish words for map names). ![]()
Posts by ShockaPop
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Fuck yea! That teaser was maybe one of the "teasiest" of them all (could be also because DooM is one of those games I play ever year, with Brutal Doom or without, doesn't matter, it's fucking great game)!
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Quote from DrywallDreamsAlright, let's start the betting pool: Will The Doom/Do4m start with a cutscene, or just drop you into a map?

EDIT:
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That site does have tutorials that teach you how to use Hammer (L4D and CSGO). They're not dated. Stuff works the same in Hammer, from 2004 to 2015.
Then there's 3kliksphilip in Youtube: https://www.youtube.com/user/3kliksphilip
Interlopers has good stuff: http://www.interlopers.net/
And then..
You didn't check the pinned topic in this sub-forum?!
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Really, I kinda wish they game would have some modding possibility to change the theme a bit. Killing civilians could turn quite boring after a while. Tech and art wise, the game looks amazing to me.

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I guess there's always full-team available considering I haven't got a single invite to any games for past few weeks/month (not even in the MM which I'd rather not play)?
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Quote from Vilham
Every single good (or near enough) mod will be on sale within a month, that isn't modding that is community content. Not the same thing.
I'm pretty sure those who make good content for fun, mostly would charge just enough to get something else back than just nice ratings and numbers in downloads. I doubt you'd make a living (at least, not easily) with this system, but time will tell.

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Chris,
Do you work with the Power-of-2 or metric system in the editor? Like, is there some guideline on this so that people working on maps have the best compatibility with art-assets later on?
I remember the grid-snap to be working properly on power-of-2 only (like, 6 months ago).
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What is it what you shipped? I don't see any game-screenshots, just concepts. :confused:
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Quote from Real_GoodsDisplay More
This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?
Fanboyism aside:
This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)
Trick-Jump:
Exploit:
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This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.
As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

That exploit is not supposed to be there. I just haven't clipped off areas and ledges and trims properly yet, will be getting rid of those as much as possible when the time is right.
What comes to the "trick-jump"...

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Quote from Pampers
Oh shit I keep forgetting this. Do an announcement on steam or slap me via friends when needed. Can't idle that much on ts when I'm not playing since I'm usually talking trash on another ventrillo

Pretty much this for me too.
Also, I've been playing on ESEA lately because FaceIt has bit too many leavers in it and no way to have "a ringer" like in ESEA to fill up the empty spot.
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There's some (probably related) stuff here:
Also, maybe ask Pericolos0 about his FPS game (which is random-generated):
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I didn't even bash it. I must've hit someone's nerve spot, ouch!
:D:DWhat I mean, is the backyard now is quite bland in gameplay, it's just straight lines from corner to corner. If the building would have that extra-shape to it like the original, then the fights happening at the backyard could be bit more interesting as there would be some cover and not being too AWP-powered. It's not just "additional colums". I know it's mix of Estate and Mansion, but I think it should have the characteristics of Estate if it's a remake and you want to keep it very familiar.

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(Am I being more clear now what I was after in the first place?)
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I think one thing you're missing in your version of cs_estate, is that the original one has nicer and more interesting shape for the building as it's not just rectangle:
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Quote from Klems
Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing.
How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how.
I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages.
I got them from "aaa_environmentgallery_v1.vmf", which is vmf including entities and stuff for official maps' environment lighting/skybox settings.
There is wood used actually, a lot of the wallbangs are. Those which are not, are supposed to make it less over-powered so you're not drilling through with every weapon available (at least not with too much damage).
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Updated first post with the link that's leading to some shady site that hosts the map file.

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Quote from Nestakyo
Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks.
Yeah, I know. It just has been there since first version and didn't really care changing it because I wanted to focus on the other stuff first, I'm changing it at some point though.

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A bomb-defusal map set in "Villaggio Generico" named town, somewhere near the border of France in Italy.
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Simple and classic layout, lots of wallbang spots and some vertical gameplay too. Idea is to keep the sky as open as possible for tactical smokes and windows for flashbangs.
I'll see if I can be arsed to fiddle with overview map today or tomorrow so I can then upload this thing to Workshop as the proper playtest version that actually has all the features I've wanted since.. forever (the map has changed from first versions so much!).

Feedback and ideas or suggestions are welcome, as always.
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CSGO Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=354153562
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How often do you guys play? 'cuz I'd be interested to play with you more often than just on sunday evening for 3 matches.
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Operation: Mont Saint-Michel?
Whole island is basically playable as 5 separate maps (3 de_, 2 cs_).