I think the system is being overloaded with all the fy_ maps
Posts by iwxanthi
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Wow, that looks awesome! Almost doesn't look like Source

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Nice man, Congratz!
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Haha same Chris and to promote my own games. Last time I was there was with the big COD and BF3 war. Jees some colleagues were waiting in the queue for 4 hours... So I spent that time in the bar

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cs_agency
Really enjoyed playing this level. However it still felt more balanced for T. Not sure why, maybe it was because the T got that huge balcony at mid and CT the small doorway and the long hallway.
de_viper
Love the gameplay in this one. Some of the areas are maybe a bit to big, but on the other hand that made it a lot more fun to use the small side routes. Which already gave me that mysterious Egypt feeling

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About the .nav. The publish tool will pack those automatically: https://developer.valvesoftware.com/wiki/CSGO_Map_…ol#File_Packing
When it's published on the workshop, just subscribe to your own level and search for it in the csgo/maps/workshop folder and you can use the same .bsp for manual distribution.
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Yes sunset would be awesome. And count me in for tomorrows test

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Did you run stringtabledictionary in console? If so recompile or open bsp with pakrat and remove the line with stringtabledictionary
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https://developer.valvesoftware.com/wiki/Leak Bookmark that website! You can find pretty much anything you need to know about creating levels in the Source Engine on there.
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Awesome man! Probably can use that for our next project

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Quote from OrnateBaboon
cs_compound
Looks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route.
If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map.
Yes, it's a bit to much. Will see what I can do with sewers. Really want to keep them though

Thanks for the feedback!
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Yes I'm already planning some layout changes to improve it for lower amount of players. I'm really grateful for all the feedback I received in testing and here on the forum.
Thanks!
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I'm more amazed by that link from Al Anselmo than the whole Phil thing. Seriously what's wrong with people, it's a fucking game.. I would just go to the police if this would happen to me, just to make a statement.
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Yes. I actually never played it with a small amount of players. Problem with the original was that it was way unbalanced for CT. Few skilled snipers in the windows made it pretty much impossible to come even close to the compound, let alone save the hostages. So I added those 2 extra routes to give the CT more of a chance to actually capture hostages. However it seems like it's a bit to much land to cover now. So I'm considering to remove the outside route and keep the tunnels.
Thanks for the feedback.
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That was fun. Thanks for testing compound and feedback so far

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In some of the areas I went a bit to far with my clipping fetish. Anyway will be fixed in the next update. Will also check the windows and do some CSM tweaking.
Thanks!
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Would be great if you can test compound: http://steamcommunity.com/sharedfiles/fi…s/?id=162368406
Not sure if I can show up myself, but will do my best.
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Can you add the new Compound > http://steamcommunity.com/sharedfiles/fi…s/?id=162368406
Thanks!
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Thanks!
Tunnel connects CT spawn with T area, got two exits there. Was an addition of mine. But the tunnel is not all. I also expanded the T area to balance the map a bit more for CT.
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Thanks! Great to hear
