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  3. ElectroSheep

Posts by ElectroSheep

  • Zelda: Wind Waker HD

    • ElectroSheep
    • January 25, 2013 at 12:45 PM

    I haven't played skyward sword since... 1 years and I'm sure i'm not at the half of the game...

    Sad

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • January 25, 2013 at 12:36 PM

    The new look of the underground path from my map will be like this :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-25_00001.jpg]

    Cleaner, a bit wider but still cluttered. I replaced the vent area by a second floor in this underground path.

  • CS:GO Patch 1/23/13 - Workshop

    • ElectroSheep
    • January 24, 2013 at 11:21 AM

    This this hot shit !

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • January 23, 2013 at 5:28 PM

    Understood ! I have some nice ideas already

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • January 22, 2013 at 11:43 PM

    Thanks Puddy.

    The cs1.6 version of the map was more simple without the whole paths with the vents. Maybe I should try this. I remember when we played on this map (5 years ago weee ) paths were too busy when we were playing with more than 16 players. That's why I added vents. Anyway the source version of the map was more an art test to map a map scary.

    I'm actually thinking about making some path wider (the big bunker corridor with those purple crates) but I think i will keep the underground part narrow because it's something I like.

    For the art, I just seriously worked the hostage lab part and tested a bit some bunker areas but, hey, don't be so serious on this one, this is very rushed

    Also sorry for hostages but the nav file was rushed just before the playtest.

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • January 22, 2013 at 6:03 PM

    here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar

    As I said before, graph is pretty wip, so test gameplay guys ;D Thanks !

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • January 22, 2013 at 5:37 PM

    I updated mine a bit but I don't know if it can be ready (just graph anyway) also I'm not here

  • de_ali (working name)

    • ElectroSheep
    • January 21, 2013 at 10:41 AM
    Quote from Puddy

    If the old and new met halfway, that probably work. CS:GO is supposed to be very readable and easy on the eyes.

    I second this

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • January 20, 2013 at 12:41 PM

    Ha yes, true ^^

  • de_cistern (CS:GO)

    • ElectroSheep
    • January 19, 2013 at 8:32 PM

    Something I did for cs_siege. I tested official maps without multi core rendering and, of course, v-sync and took note from areas where fps were the worst and what the average was. After that, I tried to have fps in siege map around that. Of course, framerate is more complicated than this but still ^^

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • January 19, 2013 at 8:22 PM

    Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-12-19_00001.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-19_00002.jpg]

  • de_cistern (CS:GO)

    • ElectroSheep
    • January 19, 2013 at 7:13 PM

    I'm following this map since a long time so :

    - map is beautifull but need to be at least less than 100 mb. It's too heavy and I don't see why because even if there is a lot of new materials and models, it's an industrial map, nothing really new.

    - I don't heard any water sound, this is probably missing.

    - I can't juge gameplay because I played with bots and they are stupid. I felt a bit lost but need real game for this.

    - framerate is not as good as official maps and it's a shame because the map is 85 % indoors. You could probably do better.

  • NEOTOKYO°

    • ElectroSheep
    • January 19, 2013 at 8:46 AM

    i really loved that mod. I even started a map 3 years ago but I gave up when I saw the game become unplayed.

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • January 18, 2013 at 6:14 PM

    Yes I talking about gameplay. I have a plan of map for ns2 (I have tons of plan of map I will certainly not make) but I think it's hard to make an equilibrate map because of the two team differences.

    Is already hard in TF2 so...

  • Mapcore CSGO Server

    • ElectroSheep
    • January 18, 2013 at 6:11 PM
    Quote from Puddy

    Named lights use lightmaps bro.

    Right...?

    Yes but they are considered dynamic for the engine I guess.

    Anyway I didn't killed all those light, just deleted their name.

    Quote from Psy

    Bad 3DNJ!

    Hey ! I was on the first years of my game dev studies and it was my first finished source map

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • January 18, 2013 at 3:22 PM

    Here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar

    I will change the name latter. Also it's more about gameplay because it's on the ashes of my css map

    Also I d'ont know if the map works (I pakrated some things, etc..) So if it's not. Then don't put it tonight. I can fix it because I have to leave until tonight.

  • Mapcore CSGO Server

    • ElectroSheep
    • January 18, 2013 at 3:19 PM

    Nah ! It's not lightmap. But it's look like dynamic light should make dynamic shadows but it's not working

    Anyway I'm here tonight because of the snow here !!!

  • Mapcore CSGO Server

    • ElectroSheep
    • January 18, 2013 at 1:33 PM

    Okay so I found the problem.

    Because in 2009, the year I released the css version of this map I was stupid, a lot of lmlights had a name making this error in csgo. Awww.

    Now I stiill have some trouble but 80% of the map is playable.

    Edit : Ok now it's done. haha, How stupid I feel. Every light with a name is DYNAMIC.

    Also I really want to test it with you tonight even if it's crap (lot of dev texture, some random texture everywhere and 32 lightmap scale) but still. I really like how the map play with bot.

    But tonight I don't know if I'm here because of the snow here.

  • Mapcore CSGO Server

    • ElectroSheep
    • January 18, 2013 at 1:10 PM

    Env_cascade_light is the thing that cast dynamic shadow on the map. I fI kill this entity, the map works fine.

    So it's not lightmaps.

    And yes I have rotating stuff and a lot of light but the map worked in css so it must work on csgo as I removed all missing models and a lot of other stuff. I will try this anyway.

    All I can see is the new lighting thing is not working for full or nearly full indoors map.

    I tested everything froms post above and nothing is working.

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • January 18, 2013 at 11:39 AM

    i would love to work on an underwater map but Level Design is really hard on this game

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