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  3. KOLARI

Posts by KOLARI

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • March 19, 2015 at 4:16 PM

    Some progress on my aim map. Going to start texturing the temple soon.

    Anyone know how you can fix lighting bug on my temple door model? It appears black although it is light grey at the moment. I have few other of these kind of lighting problems so if someone knows what is causing them and how to fix them, please help me.

    [Blocked Image: http://i.imgur.com/glOlUYP.jpg]

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • January 30, 2015 at 4:54 PM

    Scrapped all my other maps and made something new. Going to just make aim map and try to finish the map this time. It's also my first ever finished model (roofs) .

    [Blocked Image: http://i.imgur.com/CWRi6oK.jpg]

  • MapCore CS:GO Playtesting 4.0

    • KOLARI
    • April 11, 2014 at 8:42 PM

    I would like Niller's spot on tuesday 15.04. if it's okay.

  • Steam Holiday Sale Discussion and Recommendations!

    • KOLARI
    • December 25, 2013 at 6:51 PM

    Left 4 Dead 2 seems to be free in Steam store

  • Wanting to get started with 3D Modelling

    • KOLARI
    • December 23, 2013 at 10:53 PM

    Thanks a lot for your response Sigma, very helpful. Now I think that I can try to finish my first model with no worries


    One more thing though. Should I also remove unnecessary edges that get created after I have applied mirror/symmetry modifier to my model if I used one?

  • Wanting to get started with 3D Modelling

    • KOLARI
    • December 23, 2013 at 9:39 PM

    I am trying to learn some modeling too and would like to know if I am allowed to do this:


    http://s16.postimg.org/it1lqsm6t/hmm.png


    Basically I don't need all those cuts on the next face so I have merged vertices to that corner. The tutorials I have watched so far haven't given clear answers to this.


    Anyways, some good tutorials about optimization, low poly or whatever you call this kind of stuff would be appreciated, if you happen to know some.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 16, 2013 at 5:12 PM

    Everything except far distance sea is on the actual map but I intend to move the unplayable area of the mountains into 3d skybox as I get the displacements done.

  • [CS:GO] ctf_facingworlds

    • KOLARI
    • December 16, 2013 at 4:58 PM

    I am wondering if it could work using the buy menu and money system. You would earn money by getting kills, doing the objective and maybe money would be generated if you stay alive long enough etc.


    Anyways I think it might be a little hard to capture the flag in your map since there isn't any cover on the bridge connecting the bases. Also, it might be a good idea to add a little respawn time instead of insta spawning.


    Hope to see a playtest.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 16, 2013 at 12:43 PM

    Thanks Sotapoika. I know the map doesn't have your typical CSGO atmosphere, but with these huge displacements I feel like it's necessary to have quite a lot of fog and dim lighting to make it look decent. But I will try to find something that fits more CSGO.


    I made the displacements by hand and I am not quite happy with them yet :/ I am already trying to remake them. I find it hard to make realistic looking mountain/hills.


    One way would be trying to go for winter theme after all, which I have had in my mind but im not really keen about the extra work that would bring.


    And I guess I need to learn some modelling as I want to create small crane as there is one in the original map too. The lighthouse that squad suggested would require to be modelled too I think.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 15, 2013 at 4:37 PM
    Quote from Puddy

    ctf_dearesther?

    If only I could make it as nice looking as Dear Esther. Anyways could try to differentiate the map turning it into a bit snowy.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 15, 2013 at 2:40 PM

    That would be awesome Spherix. I'll make sure to contact you after im finished with the visuals. Don't expect it anytime soon though because there are still some work to do with the map and I don't have too much time to work on it.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 14, 2013 at 11:50 PM

    Yes, players are allowed to get on the roof. The gametype is going to be either hostage or ctf. Most likely I will be going for CTF as this is a remake of old ctf map from Vietcong.

    The terrorists spawn inside the mountain and CTs on shore and docks.


    Custom textures are from CGTextures with a little bit of editing done to them. I've also edited some of CSGO's own textures.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 14, 2013 at 10:37 PM

    I started to rework on my older map, trying to make it look somewhat decent with new theme. I want to finish this before continuing to work on de_tibet.


    I think im somewhat close to finishing the outside part and have only caves left to do after. Would like to hear what you guys think about it. Didn't feel like making a thread for just some quick feedback.


    [Blocked Image: http://i.imgur.com/PGHAp2g.jpg][Blocked Image: http://i.imgur.com/zifY5nN.jpg]

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • December 6, 2013 at 5:50 PM

    [Blocked Image: http://i.imgur.com/dmQEWeO.jpg]

  • Source SDK tips?

    • KOLARI
    • December 4, 2013 at 8:21 PM

    I am not a pro level desinger but here are some points I would like to make.


    You should take a closer look at some popular CS maps like Dust2, Inferno, Cache and Mirage (Nuke and Train have a bit more unique layout and Inferno too). You might notice that there are usually 1-3 different ways for Terrorist's to get into the bombsite, I would suggest you to stick to that when making bombsites.


    Usually CS maps have 3 main routes, two which lead to each bombsite and middle (take a look at Dust2 layout for example). Between these routes should be a few connectors that make rotating possible. But don't make too many of these connectors or the map will become too complex and frustrating for players because of the possible flanks, fakes, etc.


    You should also make it so that CTs can't switch between bombsites too quickly or else it might be too hard for T's to plant the bomb. You can check how much time it takes to switch between bombsites on the maps I mentioned. You want to make it so that CT's can retake the bombsite from atleast 2 different routes, check Dust2 for example once again.


    Pay close attention to where your chokepoints (where the teams meet) are. You don't want your chokepoints to be in the bombsites, make it so that CTs arrive at the bombsites before terrorists would. Look at those maps I mentioned and try to figure out what makes a good chokepoint and what doesn't.


    Also, you might want to keep your map clean from too many hiding places. For example when terrorist arrives at a bombsite, you don't want him to be an easy target for CTs because he needs to check too many hiding places where CTs might be.


    Well, these are a few things you should consider when making a bomb/defuse map. Hostage maps are a bit different but you can find similatiries on popular hostage maps and figure out what makes them good. Playing the game helps too for making good maps.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • October 27, 2013 at 9:49 AM

    Yes, I just haven't bothered with every detail just yet. I have done about only 20% of the map so far. Feedback for the visuals is appreciated tho.

  • WIP in WIP, post your level screenshots!

    • KOLARI
    • October 27, 2013 at 9:21 AM

    Some screenshots of a map I've been working on. Few might remember this as de_tibet from playtesting a while ago.


    [Blocked Image: http://i.imgur.com/GtrKfn0.jpg][Blocked Image: http://i.imgur.com/jC8TKXX.jpg]

  • MapCore CS:GO Playtesting 3.0

    • KOLARI
    • July 17, 2013 at 1:38 PM

    I've sent you my new version of de_tibet OrnateBaboon for today's playtesting. The map should now be pretty much finished in terms of gameplay. However any feedback about gameplay and layout is very appreciated.

  • MapCore CS:GO Playtesting 3.0

    • KOLARI
    • July 16, 2013 at 4:04 PM

    I would like to get my map tested tomorrow then. I will send it to you some time tomorrow.

  • MapCore CS:GO Playtesting 3.0

    • KOLARI
    • July 16, 2013 at 3:50 PM

    How many maps are there going to be tested today and tomorrow?

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