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Posts by leplubodeslapin

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 25, 2013 at 8:51 AM

    Thanks for this answer JeanPaul.

    Actually i don't have any problem with the vertex tool, the issue i'm talking about comes with the clipping tool. I don't think it's due to invalid solids, i'm really careful about that.

    I totally agree with the fact that it would be better that my floor is in brush (mainly because of the lighting as you said), and it was in brush before, the same way that you generously have done :


    [Blocked Image: http://img98.xooimage.com/files/b/e/2/pente_deja_faite-4257d5a.png]

    (it's the lower floor)


    But i had the problem that i said to you, and i'm sorry but i have the same issue with your vmf, take a closer look :


    [Blocked Image: http://img95.xooimage.com/files/e/b/6/grille_hammer_bug1-4257d5e.png]


    [Blocked Image: http://img97.xooimage.com/files/3/e/1/grille_hammer_bug2-4257d66.png]


    [Blocked Image: http://img99.xooimage.com/files/b/0/4/grille_hammer_bug3-4257d6a.png]


    Maybe i just have this issue on my PC, i don't know (those screenshots were taken in a grid scale of 1 and the biggest zoom possible), could you try to check yourself ?

    So, this is the reason why i made it a model, because vertexes can't move once the model is compiled and the lighting isn't that bad with -staticproppolys and the other compile commands (i don't remember). And it seems that it doesn't bother the bots.


    Still, thank you very much for this explanation, i didn't know about the texture thing.


    Thanks puddy for coming yesterday, i'm not sure i will be able to make the paths less "twisty and turny" but i'll try and yes, i also think there is a balance problem, especialy in the main entrance. I'll try to do something helpful for the CT. Thank you

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 24, 2013 at 10:24 PM
    Quote from JeanPaul

    So, I forgot about this test and joined a bit late. But when I got into the test today, it was the first time I had seen the map and holy fuck let me tell you, its impressive as hell. Your brushwork leaves me green with envy man, just damn. On top of that, all the play spaces are immediately readable and the encounter spaces interesting and fun.


    I took the liberty of decompiling it to look around and I was even more impressed when I saw it in hammer. Straight up got a hammer design boner. One last thing - your main stage is 24 solids when it really only has to be one. (just a friendly fyi) But I bet you already knew that


    Insane work so far man.


    seriously ?! I wasn't expecting a reaction like that, i didn't think this dev work could be appreciated as much !

    Thank you a lot for this, it's really motivating, espacially from you because bms is for me the reference in terms of brushworking (curves and weird and really complex things on bms). So i'm happy that you noticed my work on brushworking and feel free to decompile and take a look at the map, it's an honor for me.

    You don't really have missed anything, the last playtest was really different, the map has changed a lot and i already have restarted lots of things from scratch.


    I have big issues with the 2D grid of the CS:GO SDK, frequently there are bugs that move just a little the vertexes (maybe just 0.01 unit) and it ruins the optimisation if i don't fix them. For some shapes, like the main stage, i just can't fix it because, every time i open the map on hammer, everything have slightly moved, and it's extremely annoying (this is for example the reason why i did the sloping floor in a model, because there were lots of bugs on it).


    Thank you a lot for your post

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 20, 2013 at 7:42 PM

    No problem, you're welcome.


    My map cs_opera_alpha4 will be ready for the sunday playtest, can it be in ?

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 19, 2013 at 9:45 PM

    I could also be able to playtest a new version of my map cs_opera, which had a lot of improvements. It's also located in paris (damn, why did you also have chosen this location ? ^^) but currently it's still in dev textures anyway.


    About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.

    But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.


    [Blocked Image: http://img97.xooimage.com/files/1/9/b/suppr1---copie-423db12.jpg]

    This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.


    [Blocked Image: http://img98.xooimage.com/files/1/b/e/suppr2---copie-423db18.jpg]

    This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.


    [Blocked Image: http://img98.xooimage.com/files/8/1/7/suppr3---copie-423db1c.jpg]

    It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.


    [Blocked Image: http://img95.xooimage.com/files/7/1/0/suppr4---copie-423db1e.jpg]

    This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.


    [Blocked Image: http://img98.xooimage.com/files/4/5/4/suppr5---copie-423db27.jpg]

    I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).


    [Blocked Image: http://img98.xooimage.com/files/0/6/3/suppr6---copie-423db2d.jpg]

    Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.


    There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :


    [Blocked Image: http://img99.xooimage.com/files/2/7/9/elarg1---copie-423dd11.jpg]


    [Blocked Image: http://img99.xooimage.com/files/f/e/c/elarg2---copie-423dd19.jpg]


    [Blocked Image: http://img96.xooimage.com/files/a/d/7/elarg3---copie-423dd1f.jpg]


    [Blocked Image: http://img98.xooimage.com/files/d/a/6/elarg4---copie-423dd23.jpg]


    There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.


    [Blocked Image: http://img96.xooimage.com/files/2/1/b/coupe_mid1---copie-423dd51.jpg]


    [Blocked Image: http://img97.xooimage.com/files/c/1/4/coupe_mid2---copie-423dd55.jpg]


    That's it for today, i hope it helps !

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • November 15, 2013 at 3:38 PM

    You remove the "de_" in the workshop title only, but the map file name still contains it.

  • [Source]Shadow on displacement

    • leplubodeslapin
    • November 5, 2013 at 5:38 AM

    You probably have this issue :

    http://www.youtube.com/watch?v=VhgiMFMWwcQ

    Easy to fix, don't worry.

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • October 22, 2013 at 10:08 PM

    Overgrown :

    There was a clip issue here :


    [Blocked Image: http://img98.xooimage.com/files/0/6/8/2013-10-22_00002-41a5883.jpg]


    A light model is missing here :

    [Blocked Image: http://img98.xooimage.com/files/b/7/b/2013-10-22_00003-41a5885.jpg]


    The last thing i would like to take note is about the railings, i think you should disable their collision and make one more simple with playerclip texture. This is important mainly because it's extremely annoying when you are shooting at someone through the railing and the player moves just behind a metal bar of the railing : you can't shoot through it but you are still a big target behind the railing for the ennemy. This might seem ridiculous but trust me, this is one of the most annoying thing that can happen in a CS map, you must fix this (i'm speaking as a regular CS player). Plus, it will prevent from bouncing grenades on the railing, which is also really annoying.

    But the map plays well, i really like the improvements you made since the last playtest, good decisions.


    cs_mass :

    There is in my opinion a big big mistake here :

    [Blocked Image: http://img97.xooimage.com/files/0/e/f/2013-10-22_00004-41a5889.jpg]


    Rescuing an hostage is already extremely hard to do as a counter-terrorist, but you make it harder by making the place very tight and impossible to cover. The CT can't stay behind the hostage and rescue him, i personnaly do this a lot : I rescue the hostage from behind so that if a terrorist sees me :- it will be harder for him to shoot me (because he doesn't want to shoot the hostage, it will cost him a lot of money- i will be able to see if a terrorist is aiming at me and i can stop rescuing the hostage and try to kill the terrorist first But the map still plays great, it's fun to play and i'm glad to see you working on it (still a lot of art work to do but this is a great start). I hope you can understand my english, sry about that.

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • October 3, 2013 at 4:19 PM

    About de_nuke and de_trains, they are still played due to this unusual layout ! Every player that plays competitively knows that they are "CT-sided" (which means it's harder to win rounds for the terrorist team than for the counter-terrorist team) but it doesn't change anything because you play both sides during a match. Plus, there is the same balance thing in other maps (D2 is easier for terrorists, mirage is easier for terrorists ...), i'm convinced that it's not due to the original layout but just the map itself (in nuke, there is a big room with the bombsite A in the middle of it, CTs are on height while Terrorist must enter from the bottom of the room, it's obviously harder for terrorists to plant the bomb than in other bomb maps).


    So indeed, it will be probably harder for the map to get famous because it's original. But i personally prefer maps like which tries to make something new.

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • October 3, 2013 at 2:10 PM

    Here are some examples :


    de_cache :

    [Blocked Image: http://img96.xooimage.com/files/9/a/7/cache-414040e.jpg]


    chinatown :

    [Blocked Image: http://img99.xooimage.com/files/a/7/f/chinatown-4140417.jpg]


    Gwalior :

    [Blocked Image: http://img95.xooimage.com/files/7/d/4/gwalior-4140410.jpg]


    moonsoon :

    [Blocked Image: http://img98.xooimage.com/files/b/1/3/moonsoon-4140412.jpg]


    Ruins :

    [Blocked Image: http://img97.xooimage.com/files/7/0/e/ruins-4140419.jpg]


    Those are just few examples but almost every bomb map made here is made according to this classic layout. De_dust2 made it famous and, because it's easy to reproduce in any type of environment and because it works great, people rarely try to do something else.


    You can also see this 8 styled layout on maps like de_inferno, de_tuscan, de_mirage, de_contra etc...

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • October 3, 2013 at 7:50 AM

    Why make this 8 styled layout again and again and again ?

    It's boring, it's a great layout but it's almost the only one used (especially here by the mapcore members). Just take a look at de_train and de_nuke, they are pretty famous and work well, try to understand how they work maybe ?

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • September 26, 2013 at 9:30 PM

    http://www.citrowagon.fr/leplubodeslapi…pera_alpha1.zip

    But it's too late sry


    Thanks for testing guys, i have many changes to do ^^

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • September 21, 2013 at 1:57 PM

    Congrats, almost 8 maps, almost ...

  • ITT: Post maps/scenes that never saw the light of the day.

    • leplubodeslapin
    • September 17, 2013 at 11:09 PM

    A map i have been working on during 2 years : oms_corroder. I have learnt an incredible amount of stuff doing this map (before, i made maps like this ...)


    [Blocked Image: http://img83.xooimage.com/files/c/7/1/oms_1-33f94cc.jpg]


    [Blocked Image: http://img71.xooimage.com/files/4/5/0/image2_sdz-2f7ef4a.jpg]


    [Blocked Image: http://img98.xooimage.com/files/2/1/f/1-40f1349.jpg]


    [Blocked Image: http://img99.xooimage.com/files/3/6/4/4-40f134f.jpg]


    [Blocked Image: http://img96.xooimage.com/files/c/8/3/5-40f1351.jpg]


    [Blocked Image: http://img85.xooimage.com/files/8/6/9/oms_4-33f94d4.jpg]


    It's a Counter-Strike : Source map, a very very big map :


    [Blocked Image: http://img95.xooimage.com/files/2/8/8/2013-09-17_00001-40f1366.jpg]


    It finally stayed at a beta version, because i managed to port it on CS:GO but it's not doable at all (9/10 of the textures and models are missing, HL2 and CSS content). Since then i started other projects so i guess today it's abandoned ... :(


    There were a moddb page : http://www.moddb.com/mods/oms

    Because actually, it was a new gamemod for CS:S, entirely made from logic entities in hammer. It's kind of a conquest mod from a classic battlefield, a bit complicated.


    If you want to test it, i still have the beta version on my ftp : http://www.citrowagon.fr/leplubodeslapi…rroder_beta.bsp


    I hope you'll like these screenshots.

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • September 3, 2013 at 9:38 PM

    Hey, about what i said on the server :


    [Blocked Image: http://img97.xooimage.com/files/3/0/d/de_tunnels_v8-overview-40a73f9.png]


    Every thing in your map follows the lines of the hammer 2D top grid. It's easy to notice it and it makes the gameplay a bit too much predictable, it should be more natural.There is also an important concept in de_ maps that it seems you know but you should work a bit more on it : there must be rooms and corridors. By room, i don't mean you have to make inside rooms, it's just the concept of an open area. Between each rooms, there are the corridors.What i mean is that it's not always easy to determine what is a room and what is a corridor in your map, every thing is a bit tight, even the bombsites. Maybe you could try to enlarge some areas to make it more obvious. I like the verticality you have in the middle, it makes it very fun to play. But ... good luck to make it credible in terms of architectural structure

  • CS_AGENCY

    • leplubodeslapin
    • September 2, 2013 at 1:53 AM

    Whoua amazing work, this graphics improvement is impressive !

    It's nice to see how the map has evolved through the different playtests you made.


    In the latest playtest i played, i told you that maybe you could make better spec/cubemaps and you did an amazing job on it, it's great to walk in the map and look at all these amazing textures and models. This map deserve a place in the top-rated map, it's much better than de_investment and (imo) closer to mirror's edge that investment is.

  • CS:GO - de_print

    • leplubodeslapin
    • August 26, 2013 at 8:12 PM

    Thanks ! Yes these screenshots are a bit old, i mad some graphics improvements. I'll update them right now.

    It's not upscaled in the bombsite A, it's a 512 x 1024 texture but it's a bit ugly i admit.


    EDIT : ok i updated the screenshots of the first post

  • CS:GO - de_print

    • leplubodeslapin
    • August 26, 2013 at 6:05 PM

    I don't think i understand what you mean by "stuttering", i don't see any freeze or someting. Could you test ingame and tell me if you stil see the bug ? (workshop page)

    Thanks for your post

  • CS:GO - de_print

    • leplubodeslapin
    • August 26, 2013 at 5:17 PM

    Hey, i made with my friend nicoreda something cool for the map, i hope you'll like it :


    http://www.youtube.com/watch?v=TLO5sVbJgDk

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • August 22, 2013 at 8:10 PM

    Yes i have the same puddy, it doesn't work for now

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • June 27, 2013 at 10:47 PM

    Ok i made image feedback. As always, sorry for my english i'm not fluent in english at all.

    For cs_mass :

    http://img95.xooimage.com/files/e/4/6/20…003-3f3e820.jpg

    http://img97.xooimage.com/files/4/6/9/20…004-3f3e826.jpg

    http://img96.xooimage.com/files/3/1/0/20…005-3f3e828.jpg

    http://img95.xooimage.com/files/e/3/b/20…006-3f3e830.jpg

    http://img95.xooimage.com/files/8/b/f/20…007-3f3e82e.jpg

    http://img98.xooimage.com/files/f/b/2/20…002-3f3e7fc.jpg

    http://img95.xooimage.com/files/c/0/f/20…008-3f3e832.jpg

    http://img96.xooimage.com/files/6/1/3/20…009-3f3e83a.jpg

    http://img98.xooimage.com/files/1/a/9/20…010-3f3e83e.jpg

    http://img99.xooimage.com/files/a/6/b/20…011-3f3e845.jpg

    http://img96.xooimage.com/files/a/3/6/20…012-3f3e843.jpg

    for de_venezia (is it the right name ?) :

    http://img98.xooimage.com/files/2/8/4/20…013-3f3e8d7.jpg

    http://img99.xooimage.com/files/8/5/7/20…014-3f3e8d0.jpg

    http://img98.xooimage.com/files/f/2/7/20…015-3f3e8dd.jpg

    http://img99.xooimage.com/files/3/4/1/20…016-3f3e8e5.jpg

    http://img96.xooimage.com/files/a/5/8/20…017-3f3e8e9.jpg

    http://img96.xooimage.com/files/9/b/0/20…018-3f3e8eb.jpg

    http://img98.xooimage.com/files/4/b/0/20…020-3f3e8e7.jpg

    http://img97.xooimage.com/files/b/5/3/20…022-3f3e8ed.jpg

    All those are just advices make what you want of course !

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