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Posts by Spherix

  • CS:GO Patch 1/23/13 - Workshop

    • Spherix
    • January 24, 2013 at 10:06 AM

    The native deathmatch support certainly gave me more motivation to pick up slack. As in the WIP topic, I was recreating a map from MOH:AA, which is basically only playable in deathmatch. Non-native deathmatch servers didnt really trigger my interest, so now I have a good reason to continue working on it Furthermore I am developing a control point system from CS:GO, which again, needs the deathmatch system in order to be playable!

  • de_ali (working name)

    • Spherix
    • December 12, 2012 at 7:44 AM

    [Blocked Image: http://i47.tinypic.com/rk3ryw.jpg]

    Adding more difference in heigt and placement of buildings surely decreases the blockyness feeling that I have when looking at the map.

    On topleft; raise those transitions 1 unit or so, or use displacements there.

    Topright: Not every building is perfectly aligned with the one next to it. Moving a wall back or forward gives the sense that they are unique buildings and so on.

    Bottomleft: I've seen quite few of these roads irl; never seen one that flat. Adding displacements there will surely make it look nicer. Don't overdo it though.

    Last tip... CS in Dutch?

  • WIP in WIP, post your level screenshots!

    • Spherix
    • December 6, 2012 at 4:32 PM

    Posted bits of this earlier on the steam forum; finally managed to find a few hours again over the past weeks to continue on it. It's a port of the 'Destroyed Village' deathmatch map from Medal of Honor: Allied Asault (2002) to the Source engine. Mainly to improve my Hammer skills after 8 years of inactivity in the field, but I'll aim for a release to CS:GO (and maybe DoD:Source later cause it fits the theme better) at some point.

    Heavily WiP with fast compile;

    [Blocked Image: http://i46.tinypic.com/qs32wj.jpg]

  • CSGO Bomb and Hostage Villa map

    • Spherix
    • November 30, 2012 at 12:43 PM

    Now that makes this map a whole lot more interesting for me, haha. By the way, do note that the boat with the blue cover on it (last ss, on the left); has a 'bug' in it. If players were to boost one another on top of it, you can hide inside it under the blue cover without being seen. So if you want that to happen, leave it; otherwise block it off i'd say If you have any regular playtest server, let me know

  • CSGO Bomb and Hostage Villa map

    • Spherix
    • November 29, 2012 at 11:19 PM

    Looking at the current community for CS:GO and the level of most people on the steam forums, I'd say the average playerbase is too small to find people that are patient enough to play on a map without any detail and mockup textures, and are willing to do so just to improve a map. I'm mapping for CS(:go) myself, and currently I'm just working on a port from MOH:AA as I need to improve my skills after not having mapped around for 8 years. However, seeing as I am familiar with the community, they tend to whine a lot for new de_maps in CS:GO, but I doubt you could get a group of 10 or even 20 people together to test a map intensively without it being good looking. Although most of them find the CS 1.6 look more satisfactory...

    All in all I do agree though, I see quite a bit of detail but I had no idea on how the map would be played, hence I asked for a layout a few posts back

  • CSGO Bomb and Hostage Villa map

    • Spherix
    • November 28, 2012 at 8:26 AM

    Have you thought about the tactical layout of your map? I can't really make up where the routes the CT/T's would go on here. Did you perhaps create an overview of your map? Furthermore, perhaps you should start messing about with heightlevels in your terrain, all your floors still look flat as a pancake and that doesn't help with the BSP feeling you are experiencing right now in my opinion. On a positive note: It looks as if you've put quite some thought into the level already, it's starting to look really nice !

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