- Fixed kv files packaged in workshop maps not loading correctly, which could display incorrect player models and arms.
YES !!!!!!!!!!
- Fixed kv files packaged in workshop maps not loading correctly, which could display incorrect player models and arms.
YES !!!!!!!!!!
This will be a master piece !!!
Also what is the thing on the red house in the last shot ? A painting ? I think this building needs more work.
Yes
Thanks all !
Can't wait to play this with friends ![]()
Well, I'm happy to announce that I will start working at Arkane Studios in Autumn ![]()
That is really sweet !!! I love what the map become now
I aggree with the comment above mine, just add some desaturated colored building if you want. It can add a lot.
Hey thanks this is usefull ![]()
There is still 10 watermelons, totally forgot to talk about that in the workshop ![]()
- underwear in nodraw ![]()
Tyanks guys, it's appreciated ![]()
@roflzomglol : aww thanks, it's a shame I didn't see that ![]()
w1z1k : the screenshot you show here is not from the final version of the map
(I remember that because of the dust overlay) but I'm sure there is clip on this woodplank.
About the water thing, I don't know what's happen. I don't have any trouble when my computer setting are on high but I have one in every water materials froms csgo when I'm on low setting. Looks like it depend of a lot of thing. I should work on that more.
Hey guys ! I uploaded the map into the workshop
but don't mean I will not update it if needed ![]()
http://steamcommunity.com/sharedfiles/fi…986&searchtext=
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Hey guys
Now I think it have a better readability (added some ambient light in dark places), also I find why my .kv file didn't work so now cts are dark blue with white mask instead of green.
Unfortunatly fps are really bad for my taste. I rework all the fade distance and started to delete some extra props but it's brushes that are expensive now. I saw csgo now allows func_brush to be faded as props do. I wonder if it's really usefull.
Just ma de a few change on Bomsite A and changed some detail in Bombsite B. i'm still fighting with lighting.
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When i'm reading some "pro gamerz" website about csgo, they are all "OMGZ THEY KILLED MIRAGE, FUCK THIS GAME"
Sometimes I do'nt understand people.
Well you haven't played RUINS yet ![]()
Lol who cares about Xbox ![]()
Thanks for the feedbacks guys ! ![]()
Thanks Vivi ![]()
yeah I need to make a full clipping pass but, meh ! I don't like this ![]()
Well don't search too far, I just saw there is two of them which are rolling in shadows so they become hard to find ![]()
After playtest, to do list :
- Bright map
- Find a way to get rid of the skin bug to switch jungle ct with another.
- Better framerate
- Simplifying Bombsite and chokepoint a bit
Also I found T tend to plant the bomb more in B and I think it's because middle paths to A are not clear enought (the right path from B and the ladder/junk paths) I need to make this clearer too.
I'm happy that match were equilibrate but I need to see it with more real people ![]()
So my feedbakcs :
Coldshell :
Looks quite good, the map feels more easy to learn from T side as the access to both bombsites are clear. For CT, the middle path from spawn to the middle looks a bit long (T are far in it whe they meet CT)
Bermuda :
Overall, even if the map is less complicated than the last version I played, I think it's still need to me more clear. Both paths from t spawn to bombsite have flankroutes that make the map seems to have several middle routes. Also if I really like the setting of the B bombite (top down to the beach), the A site is classicand not very attractive to me.
The path between both bombsite is huge, make the backup for ct hard but I like how it's open here.
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Just How I feel the map in some place :
1 - There is no need for T to take the yellow path as the can get rid of it by using the left path where I put a cross.
2 - This path feels unatural, long and need player to turn a lot.
3 - I miss that green door, it makes the middle more interesting imo