To be honest really no, it's a bad readability i think, because there are too many things that attracts attention. And i just don't see any way to stick to this art and get proper readability for a "competitive level".
Posts by leplubodeslapin
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It's like the worst readability possible for a CS:GO map...

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I don't want to advertise my work or anything but i think it will be easier for you to understand.
At this article : https://migrationtest.mapcore.org/articles/devel…s-part-two-r66/
Read the part "Projected texture and Cascaded Shadows", you'll get some infos about cascaded shadows.
As Raidix said before, cascaded shadows are superposing the static shadows, if you delete them you'll only get the static shadows (the one that use the lightmaps on your brushes). And as 3Dnj said, you'll be able to see the effect of the sun spread angle with these static shadows.
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As 3Dnj said, if i was you i'd also disable the dynamic cascaded shadows.
You can maybe also kill the entity with a logic_auto that do this output at the beginning of each rounds :OnNewGame -> name_of_the_env_cascade_light -> kill
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the creators have already been in Valve's Operations, they couldn't have compete. So no i guess
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You don't have to be good at something to know when it's bad yes, ok.
But when you're a judge at a contest like this one, you don't just have to put away the "not good enough maps", you have to find the best ones and rank them. And from my opinion, you must be able to explain your choice. That's the big difference between a player and someone that actually knows how a design is make, the player will just be able to say what he likes and dislikes while the level designer will be able to give a lot more reasons and justifications to its judging. -
I'm way more confident in this contest judging than in cevo-gamebanana's contest judges !
In cevo-gamebanana contests, it seems that cevo was doing a job that i personaly dislike. Looking at 3kliksphilip video about cevo review disturbs me. I don't think the map is perfect, i see lots of flaws in its design but i can feel the disappointment from 3kliksphilip. I just can't stand this kind of self-appointed "pro" judge that thinks that, because he's good at the game, knows lots in game and level design. The worst is when he tries to analyse and judge the aesthetics ... my gad just shut up, it's so much not something you're supposed to analyse and judge from a list of criterias, it feels so wrong ...
On the other side, Gamebanana's judges were also supposed to be part of this but we never heard from them, even if i'd have given them a lot more credit into the judging. Just this stupid 15 mins walk from Cotton and his friend on the map, it's really wrong.
I'm sure Vivi, Puddy, Rzl, Fmpone and Sprony will do a much better job. Some of them have been into these mapping contests and know what it is to be judged.
It seems that there are way too many entrances to give everyone a proper feedback, I don't know how it is going to be done :o
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I swear, if i find a wallet on the ground i'll turn it back to its owner :o I won't even steal the money in it !
And, by the way, i'm now a cyborg
[Blocked Image: http://image.noelshack.com/fichiers/2015/36/1441100078-img-20150901-112236.jpg]
[Blocked Image: http://image.noelshack.com/fichiers/2015/36/1441100083-img-20150901-112354.jpg]
(this is connected to my body)
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Yesterday evening at 2:30 am, there was a full moon and before i went to bed I tried to take some photos with a long exposure time.
It was taken with my smartphone (the OnePlus One that i had at the beginning of this year), so the quality could be better but that's all i have.
[Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849535-1.jpg][Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849539-2.jpg][Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849535-3.jpg][Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849535-42.jpg][Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849529-5.jpg][Blocked Image: http://image.noelshack.com/fichiers/2015/35/1440849534-6.jpg]
I hope you'll like it. I like the colors of moon light, it's very different from what we see during the day (and yes the big glare is the moon, not the sun). I haven't modified anything on the pictures.
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Get well thrik

If it can be any comfort, i have a big hole the size of a fist in the lower back (because of my surgery), it will take many weeks to treat. I won't share any pic because i don't want you to throw up, but in any case i'm with you, good luck !
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Quote from laminutederire
what's it for?

I'm not 100% sure but i think it's something that sucks a wound and accelerate the process of healing.
I don't have a disease, it's just something that needs to cut the skin and remove some flesh, and it would take at least 6 months to heal with conventional dressings (without an active system). With this for 3 weeks, it could take only 1 month and a half.
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Wow sigma congratulations
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Quote from jackophant
@leplubodeslapin are they all free?
Yes except for Crazybump but i think there are free alternatives that you can find here :
https://developer.valvesoftware.com/wiki/Normal_Maps
QuoteInsaneBump: Specifically made to be a free alternative to CrazyBump, produces high quality normal maps.
ShaderMap: A free alternative to CrazyBump.
SSBump Generator 5.3: Another free, open source alternative to CrazyBump that generates Self Shadowed Bump Maps as well as normal maps. -
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I'm using Paint.net daily for all my textures and stuff, i don't know photoshop or gimp, and there's a VTF plugin that works quite well :
http://nemesis.thewavelength.net/index.php?c=225
You can do all the things vtfedit can do, within the image editif soft, which is very useful! I can even work live on a texture (working on the .vtf)
As Evert said, you should start by using just Valve Hammer Editor (the level editor given with CS:GO), using the default textures and models from the game. And only afterwards, look for softwares according to your needs.
Personally, i'm using :
- Paint.net (with the VTF plugin and few others)
- Blender (3D modeling, with smd plugins to import/export models ready to compile for the source engine)
- StudioCompiler (to compile the models)
- Notepad++ (for editing .qc and .vmt text files)
- Crazybump (for quick normal maps)
- xNormal (for bakings)
- Handplane
- Pakrat (packing all your custom files in your bsp)
- Crowbar (if i need to decompile a model)
- ...
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Quote from El_Exodus
Not anymore. Since the beginning of the year, IPS 144Hz (1440p) gaming displays are coming. The price tag is still high, but one of these will definitely be my next monitor :3 Probably the ASUS PG279Q

Oh :o
Wow nice, with G-sync all these new stuff, that's great. We will still have to make sure there is no ghosting effect, with a great reaction time. Thanks for the info
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Quote from Squad
My monitor has a 5 ms reaction time, but that doesn't necessarily mean it isn't a 60 Hz monitor, right?
Thanks for the answers so far!
Yes these are 2 different things.
Frequency -> Amount of frames per second displayed, also determines the duration for 1 frame to be displayed (in theory, because in reality it's not that simple and accurate, a frame doesn't change from one to the other instantly)
Reaction Time -> Time it takes for the picture to go from your graphics card outputs (DVI/Displayport) to finally be fully displayed by the monitor
5ms reaction time is very common for 60Hz TN monitors, but you have an IPS monitor so it's quite good (it's more common to see 8ms or 12ms reaction time on this kind of monitors). And yea it must be 60 Hz because there are actually only few possibilities of refresh rate :
- 30 Hz : We can see that today on cheap 4K monitors, be careful not to buy this !
- 60 Hz : The most common refresh rate, used on Desk monitors and laptop monitors
- 75 Hz : We had this on few of the first flat screens, but you had to sort of overclock your monitor to benefit from it. It's rare
- 120 Hz : The first "3D" monitors with active technology, afterwards they became famous for gaming because players could benefit a lot from it (With the famous "Samsung 2233RZ")
- 144 Hz : Current high-frequency monitors, a bit better than 120 Hz
- 240 Hz and more : yeah... it's crazy but it's coming

For 99% of the monitors, it's 60 Hz. And high-frequency monitors don't exist on IPS monitors, IPS technology is too slow (but it has wayyyy better vertical viewing angles than TN)
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Quote from Squad
Reading all this made me wonder what refresh rate my monitor has. It's not on the box though and I can't find it on the internet (I have a Iiyama XB2779QS monitor).
Is there a relation between refresh rate (Hz) and reaction time (ms)?If it's not specified, then it's 99% likely to be a 60Hz monitor. And yes yours is at 60 Hertz.
The refresh rate is a frequency, it determines how many frame your monitor will try to display per second. If you have a 60 Hz monitor, each frame is supposed to be displayed during 1000/60 = 16.67 ms (1000 ms in 1 second) but it does not specificaly mean that the frame will have a delay to come or not, and how long it will be. But, because 120 / 144 Hz monitor are supposed to be "gaming" monitor, the reaction time is always good enough (less than 5ms is good).
yes minutederire, you're right it could be possible but it doesn't happen. These high-frequency monitors are expensive, manufacturers don't mess with them with a bad reaction time.
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Hehe you know what, you're right ! Or at least that's what i tried to do at first

With this method, i had loooots of issues due to lighting and collision, and i needed real walls behind the func_brush to optimize the map (even if it's true it wasn't really needed for such a small map). So after transforming all the walls in func_brush and remaking the map with old graphics also in func_brush, i deleted everything and found a much simpler and elegant solution

The environment exists twice on the map : one for the "newer version" and one for the CS 1.6 version and there's a trigger_teleport that gets activated when you switch the lever/shoot the box. To keep the relative positions of each players according to the trigger_teleport box, i used a info_landmark entity.
The only constraint is that the collisions must be exactly the same (so that players don't get stuck when teleporting). If anyone wants to do the same for a new gamemod or something, don't hesitate to do it and ask me if you need any help.