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  3. Vilham

Posts by Vilham

  • [Ignore This]

    • Vilham
    • June 4, 2015 at 4:39 PM

    No. You have to have cubemaps, it is currently using a generic cubemap that is as bright as possible, hence why everything is glowing.

    Cubemaps are not optional in source.

  • [Ignore This]

    • Vilham
    • June 4, 2015 at 4:33 PM

    You need to place them all over the place, they basically take low rez screenshots in all 6 directions and those screenshots get applied as reflections on objects that reflect. So if you only place 1 and its outside it won't have accurate lighting information for everywhere in the map, like inside. The top guide should explain the whole process pretty well. It requires compiling the level and going into game and using a Cvar to take the screenshots automatically.

  • [Ignore This]

    • Vilham
    • June 4, 2015 at 4:29 PM

    You need to place cubemaps and build them in game, without cube maps it uses some generic reflection.

    http://www.interlopers.net/tutorials/1965

    If you already have some, you need to place more and in different areas, it may be taking the current reflections from an exterior cubemap because you haven't placed one inside.

    http://www.interlopers.net/tutorials/2005

    PS correct forum would be the 3d one.

  • Guerrilla Games is looking for a game/level design intern

    • Vilham
    • June 4, 2015 at 3:43 PM

    Somehow that link links back to here.

  • Fallout 4

    • Vilham
    • June 4, 2015 at 2:42 PM

    wait until someone adds it to fallout nexus, done.

  • Fallout 4

    • Vilham
    • June 4, 2015 at 1:15 PM

    stop fucking preordering games. Jesus.

  • de_zoo

    • Vilham
    • June 4, 2015 at 12:59 PM

    So played a few rounds deathmatch of zoo

    [Blocked Image: http://media.tumblr.com/d7f9f0c63d922f6da5c00cdb6fa1a667/tumblr_inline_nkbe5dJ8t71qfwhgs.gif]

    Hands down the best looking source map I've seen. Everything is clean but there is enough detail to sell everything, really feels like a real place. Haven't played it in competitive but I remember from the very first playtests it was quite fun.

    I can only hope to make my maps sell as well as this. So much attention to detail without just adding noise.

    Have you got any reference sheets or images you used for this, would be very interested to see how they translated.

  • [WIP] cs_mass

    • Vilham
    • June 4, 2015 at 10:19 AM
    Quote from Vaya

    I would turn the ladder area into a collapsed floor. Would improve the flow of that area.


    Edit - I would be looking at reducing the playable area too. reduce the amount of paths and increase cover in some areas to lower the flanks.

    the ladder was an attempt to reduce the amount of areas Ts really have to watch due to the noise required to use it. However I agree that it hasn't worked entirely. The basement is trying to be too many things at once, a mid rotate and a main route for CTs to use. I think it should probably just be a mid rotation.

    Basically it would leave the front entrance, the garden with the sniper alley and the flank and a mid rotation from the garden to the opposite side of the church.

    [Blocked Image: http://www.cyburbia.org/gallery/data/500/flrpln.jpg]

    That leaves 2 main chokes, the left most part of the nave and the ruined south transept leading into the garden

  • [WIP] cs_mass

    • Vilham
    • June 4, 2015 at 10:11 AM

    thanks for the feedback guys


    esspho yeah someone has mentioned that the ceiling is too low, will lower the floors I think and block that up with wood, then it can be a wallbang spot but not something you can peak through. Also thinking how I can make it more of a mid rotation instead of a route for the CTs, I might close off the CT entrance entirely and add a route that goes to the garden area.

  • Fallout 4

    • Vilham
    • June 3, 2015 at 3:09 PM

    Will be a great game I recon like the others, but once again, reveal trailer reveals nothing really other than the obvious that fallout 4 is being made.

  • Fallout 4

    • Vilham
    • June 3, 2015 at 2:21 PM

    whats with the shitty renders?

    Looks like one of those shitty FMVs from 90s games.

  • Going to the gym is like a korean MMORPG

    • Vilham
    • June 3, 2015 at 11:12 AM

    Carbs are the best, each meal should consist of carbs and protein in vast amounts, even when not doing any exercise :D

  • Question

    • Vilham
    • June 3, 2015 at 10:09 AM

    yeah, I wouldn't go into one of these with the sole desire to win, use it as motivation to get something done within a time frame. My map certainly won't win, but its going to be a good motivator to get it done.

  • XCOM2

    • Vilham
    • June 3, 2015 at 10:02 AM

    Its a snake with arms and metal teeth. Also wtf guys, whining about an enemy type in xcom, they always had stupid enemies.

  • Fallout 4 .. or 5 .. maybe?

    • Vilham
    • June 2, 2015 at 3:51 PM

    should probably make fallout 4 first.

  • The Witcher 3

    • Vilham
    • June 2, 2015 at 3:31 PM

    Thought you would like that liam, you sicko.

  • The Witcher 3

    • Vilham
    • June 2, 2015 at 1:32 PM

    Yeah, about 60 hours in and am still enjoying every quest, each one feels like an actual grounded story, some are funny, some are serious, some are dark.

    The game isn't a 100 (doesn't control well enough) but it is probably one of the best RPGs I've played since Morrowind.

  • [WIP] cs_mass

    • Vilham
    • June 2, 2015 at 11:06 AM

    Thanks guys.

    Yeah Vaya that was always the intention, the front would have a unique facade. I like the core idea.

  • [WIP] cs_mass

    • Vilham
    • June 1, 2015 at 11:48 PM

    A map I started working about a year and a half ago, never got round to finishing it so am finishing it for this contest if i can.

    Hostage rescue map set in a derelict church undergoing renovation. After a getaway gone wrong T's have hostages in the back of the church and the CTs have to break in an rescue them.

    It requires a hell of a lot of work to get it finished, needs a bunch of custom meshes, more playtesting and massive art/lighting pass.

    Isn't on the workshop yet.

  • [WIP] DE_EXAMPLE

    • Vilham
    • June 1, 2015 at 6:54 PM

    Terrible. Timings are all wrong.


    This is an example of how not to post feedback :P

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