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  3. UNREA1

Posts by UNREA1

  • [CS:GO] AS_Evac & VIP mode (WIP)

    • UNREA1
    • April 10, 2019 at 1:38 AM

    @fewseb I've been looking into the item_heavyassaultsuit, it's got some limitations from what I can see. It only works if mp_weapons_allow_heavyassaultsuit is set to 1, which is alright, we could turn it on, give the item to the player, and turn it back off in one frame. It also replaces the world model and view model of the VIP, but we can just replace by resetting the model after giving the item.

    Unfortunately the item changes the players speed (which you can also customize using mp_heavyassaultsuit_speed but that makes the players speed the same regardless of which weapon he is using), makes the footstep sounds very distinctive giving away his position, it also tints the vision to a weird blue color and the voice pitch changes as well.

    Unless I'm missing something here I don't know what you meant by being able to dynamically change heavy armor, could you elaborate? Thank you for all the suggestions! ❤️

    Quote from Interfearance

    3 hours ago, Interfearance said: I am confused about this mode because I don't see what the terrorist motivation would be to push, and also I wonder how often the rounds are won by an extraction.

    Yeah, AS_ has always been a bit like that, you wouldn't want to push too far as a Terrorist. Although part of what I think is fun about it, is setting ambushes in different positions, letting an entire CT team go through and focusing down the VIP that usually follows behind. I think the problem is mostly on the Level Design part, just like T's camp CS_Office it's pretty expected they'd do the same here. It comes down to how much space and cover you give T's to work with. I'm going for a single escape zone in this particular map, but as I mentioned in the post and like @ElectroSheep pointed out, we've made it in a way that you could set up a map with multiple escape zones. I wouldn't recommend more than 2 but it's possible.

    Thanks for all the comments again guys, we're aiming to have a version of the map available on the Workshop this weekend or next week. I'll let you know once it's live.

  • [CS:GO] AS_Evac & VIP mode (WIP)

    • UNREA1
    • April 8, 2019 at 9:05 PM
    Quote from fewseb

    14 minutes ago, fewseb said: The solution for above 100 armor would be to use heavy armor, just without the speed reduction and hud filter. Valve made it possible to dynamically change heavy armor when they released coop_cementplant on the workshop.

    Also, while editing the heavy ct model with a t-face is a good place holder, if you wanted to have the VIP look similar to the old cs game id recommend editing one of the professional models. Add on the bullet proof vest from the danger zone jump suit models, maybe the helmet as well.

    Alternately if you want to maintain the heavy armor look to explain the VIPs higher health and armor, editing down the extra padding on the heavy armor and changing some colors would do better to distinguish it from the regular heavy ct model.

    Thank you for pointing out the heavy armor thing, I was kind of away from CS:GO during the coop operation thingy so I didn't know about that, we'll look into that! About the VIP skin, yeah, we had the professionals body before, but when we decided to add the new head model, we realised the new rigs are different from from older models so it wasn't so simple of a task. So we just went with this for now. But I do plan to bring back a suited VIP with kevlar and helmed with better color scheme.

    Thank you again! :)

  • [CS:GO] AS_Evac & VIP mode (WIP)

    • UNREA1
    • April 8, 2019 at 5:45 PM

    Hi everyone! Here to show you something me and 2 friends have been up to.

    Me and my buddy Birjolaxew have had this project sitting in our computers for about 6 years and decided to finally finish it, and it's been looking so promissing I decided to fully commit and make a brand new AS_ map for it instead of adapting an existing one.

    Another VIP mode, why? I've always loved playing Assassination, probably some of the best times I've had playing Counter-Strike was playing this mode. What makes this one special? Our mode runs entirely on VScripts, that means you won't need any plugins installed on your server. You changelevel, you and your friends are playing VIP mode. Also, almost all VIP modes we came across currently on the workshop seem to be broken or simply don't work. This one will be getting a lot of love and care.

    We've held multiple 5v5 tests with our friends, and had a blast! The first playtests made it evident that Terrorists were having an easy time, but that's been worked on now, and map seems to be way more balanced. We're looking forward to run some more tests, possibly with Mapcore if anyone here is interested in checking this out, I think you'd like it! :)

    Overview:

    Spoiler

    Overview with callouts:

    Spoiler

    The map will be set on a rooftop. Probably an hospital rooftop, No Mercy style. Considering night time, but not thinking too much about that atm. Some angles feel a bit weird, I'm still working on 'em, but overal from the the private playtests I got the idea that balance is almost there, slightly favoring Terrorists as they can opt to camp. Doing my best to punish that playstyle by reducing the amount of cover usable by Ts and keeping corner checks for CTs to a low number.

    Few screnies, not much to see atm just an orange map:

    Spoiler Upper view

    Mid T asd

    Mid CT

    Long and lower mid windows

    Short window

    Short and mid drop

    Helipad


    As for how the gamemode plays, me and Birjolaxew have recreated the Assassination gamemode as it was before to a decent stage, but are now tweaking a few rules since CS has changed quite a bit. So this will most likely be our own take of VIP mode. If you're not familiar with the mode here's the rules and what we've taken liberty of changing. Rules:

    • A random CT is selected to be VIP at the begining of the round.
    • The VIP spawns with 150HP (in previous versions the VIP also gets 200 Kevlar, we've had some trouble giving him a number above 100, but we're still looking into it).
    • The VIP can only use pistols and equipment (in the original version he could only use USP, after our play tests we decided to try all pistols instead of just p2000/usp, everyone seemed to like this and gave solo VIP a better chance).
    • CTs need to escort the VIP to the Escape Area (Helicopter) or eliminate all Terrorists to win.
    • Ts have to eliminate the VIP or run down the timer out to win.

    Our version also includes a few quality of life improvements such as:

    • The VIP being able to carry the primary gun on his back (just not able to use it, meaning if he survives he gets to keep it).
    • VIP HP tracking in hud for CTs.
    • Helicopter actually takes off and VIP goes inside it (doesn't disapear into nothing or freeze in place).
    • Support for multiple escape zones.
    • George Clooney starring as sexy VIP.
    • More soon.

    Shoutout to Birjolaxew and Sven for working with me on this, without them this wouldn't be possible.

    Lastly, we want to make this open source so that anyone can make maps for Assassination mode with ease. Birjolaxew has done a tremendous job with the scripts, and making a map for this should be easy as drag n' droping 2 func_instances into the map.


    All feedback is very apreciated! Thanks for checking this out.

  • [CS:GO] DE_Breach - Released!

    • UNREA1
    • December 23, 2017 at 5:41 PM

    Looking so good.

  • [CS:GO] de_highlands (WIP)

    • UNREA1
    • May 28, 2017 at 4:58 AM

    Oh my... I had forgotten this existed. D': My body is ready!

  • [CSGO] de_ruby

    • UNREA1
    • May 12, 2017 at 5:28 PM

    You definitely did your homework, I'm from Portugal and that already feels like home to me.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • UNREA1
    • January 19, 2017 at 11:40 PM
    Quote from blackdog

    50 minutes ago, blackdog said: Based on what I saw of the DOTA Source 2 editor, very early when they just came out with it, I couldn't really imagine it as an FPS level design tool... as they were showing off terrain. Did more stuff come out like brush editing?

    Well.. I'm not really familiar with other "FPS Level Design tools" but I'm pretty sure it can do all the things the current SDK can and more, it's just a diferent interface. It still is Source after all. But I understand what you mean tho, if I were to pick one to map for CS:GO, unless I was making really open nature maps I'd definetely stay with the current one. I think you could always do Brushwork if you got off the Tile Editor, which I think was created specificly for Dota 2 seeing as it uses premade terrain tiles. I don't have it installed atm or I'd check it out.[Blocked Image: https://i.ytimg.com/vi/byePJbjTosI/maxresdefault.jpg]

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • UNREA1
    • January 19, 2017 at 4:36 PM
    Quote from Beck

    15 minutes ago, Beck said: I don't think porting CSGO over to Source 2 would solve all it's problems. It'd probably just introduce a whole new set of problems that would take ages to fix and I doubt Valve want to have bad press ahead of Source 2's eventual release. It probably was better and faster for them to just fix CSGO's hitboxes in the current engine.

    I think CS:GO will definetely be getting ported soon, and if it is we should expect a second client (CS:GO Reborn LUL) and a good 6 months of bug fixing followed by a massive update. I most play Dota and played through the transition to Source 2 (Dota 2 Reborn), it introduced about 10 billion bugs and some of my friends PC couldn't run the game anymore. But I think VALVE handled the situation very well.

    Quote from text_fish

    6 minutes ago, text_fish said: I was excited to see CS:GO move to Source 2 for the SDK implications. As far as I can tell, level designers can actually scale props in Dota 2! My mind boggles at the implications of that alone.

    Yeah, you can do that, it's preeetty sick, along with some other really cool stuff, such as spraying props around (something I think was in SourceSDK but never really worked properly). I played around with the Dota 2 tools when it came out, the whole interface is much more modern and clean, took some getting used to but I think it's definetely the way to go for CS.

  • DE_Portugal

    • UNREA1
    • January 17, 2017 at 7:53 PM
    Quote from Beannie

    17 minutes ago, Beannie said: you could download some textures here http://www.textures.com and modify them to your liking or you could do like some people, pick a camera (decent one of course) and take pictures of like walls or something , just make sure there is no sun light on your picture

    Yeah, I did that for some, stone wall, stones, etc. :)

    A few reference images to show where I got inspiration from, Portugal is a very beautiful country you people should definetely consider visiting us if one day you get the chance to!

    Spoiler [Blocked Image: http://mw2.google.com/mw-panoramio/photos/medium/72846902.jpg]

    [Blocked Image: http://img01.rhimg.com/h.2740033.320.215.0.0.wm.2649cf38.jpg]

    [Blocked Image: http://static.panoramio.com/photos/large/61760157.jpg]


    The following two are from Aveiro, the train station and some popular houses that I decided to scrap because it would have transformed the map into a much more beachy like area.

    [Blocked Image: http://i1.trekearth.com/photos/67194/im000643_estacao_d__aveiro.jpg]

    [Blocked Image: http://www.portugal-live.net/images/stories/rotators/places_do_see/centre/aveiro/06.jpg]

    This is Monsanto, I never went there but I'd love to one day.

    [Blocked Image: http://www.vortexmag.net/wp-content/uploads/2015/03/monsanto123.jpg]

    [Blocked Image: http://www.leme.pt/imagens/portugal/idanha-a-nova/monsanto/0002.jpg]

    With this map I tried to go for a mix of all these elements (there were more) but I thought it would be too much. In the end I think those I selected worked well together.

  • DE_Portugal

    • UNREA1
    • January 17, 2017 at 7:43 PM
    Quote from Squad

    9 hours ago, Squad said: I definately remember you and this map when you first posted it. It looked already very promising back then :)

    Congratz on the release!

    The layout seems really fun and overall it looks nice :)

    Even if you're not gonna touch it in the coming weeks, here is some feedback.

    Tone down the saturation of all the coloured plaster in your map. Softer colours work better.

    I would also get rid of some of the colour variations regarding the plaster, or at least group them together more in different areas of the map (but I'd go with lesser colours personally). In the picture below, you have 4 different colours going on (blue, yellow, red and green).


    Here is a comparison picture with toned down saturation on the coloured plaster. Note that I also toned down the red on the Vespa.

    Display More

    Indeed, the colors could be a little less saturated. Could a similar effect be achievable using Color Correction? I never got to play around with it, not even sure if CS:GO supports it. It would just save me time of going through all the textures again, and perhaps make the map art look more consistent. And since we're talking about colors, I should add that in the begining I actually studied this before starting and ran some tests using Adobe Color to figure which ones would really complement each other. :P I knew I wanted to use those 4 colors (most used in these typical houses), and I actually put a lot of effort in the prep fase to get everything right. xD

    I'll look into this. Thanks for the comment!


    Quote from wylde

    3 hours ago, wylde said: This looks very nice. Congrats on the release!

    When you take a look at the map in a week or two to address some small things, I think a few tweaks to the lighting/some textures might make it look better, but Squad probably hit it on the head already.

    There is an (unintended?) cartoonish effect from the current bright colors that is similar to de_pharoah's early builds, which were eventually addressed and made for a much more visually appealing map.

    Already had a very nice chat with leplubodeslapin, who recomended me a guide to perfect the maps lighting, and I'll definetely be improving it in the final version eventually!

    About the textures, yeaaah.. xD I'm definetely not a 2D artist. I do try my best though to do something with what I've got! I hate the contrast between the custom textures and the dirtier ones - specially in the winery area (path to A). I'll be looking to fix this issue as well. Thanks! <3

  • DE_Portugal

    • UNREA1
    • January 16, 2017 at 2:18 AM

    Alright I might need some help right now. The original version like @Beannie mentioned it had a problem which was causing the lower radar not loading. The .txt file looked something like this:

    Spoiler // HLTV overview description file for de_portugal_rc1.bsp

    "de_portugal_dev013" { "material" "overviews/de_portugal_rc1" // texture file "pos_x" "-2787" // upper left world coordinate "pos_y" "3090" "scale" "5.50"

    "verticalsections" { "upper" // i.e. de_portugal_rc1_upper_radar.dds { "AltitudeMax" "10000" "AltitudeMin" "1408" } "default" // use the primary radar image { "AltitudeMax" "1408" "AltitudeMin" "1152" } "lower" // i.e. de_portugal_rc1_lower_radar.dds { "AltitudeMax" "1152" "AltitudeMin" "-10000" } } // loading screen icons and positions "CTSpawn_x" "0.50" "CTSpawn_y" "0.14" "TSpawn_x" "0.50" "TSpawn_y" "0.94"

    "bombA_x" "0.31" "bombA_y" "0.23" "bombB_x" "0.66" "bombB_y" "0.32"

    }

    So all I did was switching the _dev013 to _rc1 to match the current map name. (Even tho I don't think that first line is used for anything really) I went on to update the map on the Workshop_publish tool, and asked a friend, who had the same bug to test it out. Surprise, surprise, its even worse and aparently now is acting totally random.

    So, I'm extremly pissed now.


    Update as I was posting: It seems that the Workshop does not look for the upper and lower files. So VALVe is actually to blame here. I thought this layered radar thing was gonna become a thing, but the Workshop doesn't even support it aparently. :( It's the only reason I can see that this is happening... BTW I came to this conclusion after running like 5 different updates on the dev build in the Workshop, which has 15,000 subscribers... So sorry guys! :|


    Another fun fact: I cleaned my radar file to look like this:

    Spoiler // HLTV overview description file for de_portugal_rc1.bsp

    "de_portugal_rc1" { "material" "overviews/de_portugal_rc1" // texture file "pos_x" "-2787" // upper left world coordinate "pos_y" "3090" "scale" "5.50"

    // loading screen icons and positions "CTSpawn_x" "0.50" "CTSpawn_y" "0.14" "TSpawn_x" "0.50" "TSpawn_y" "0.94"

    "bombA_x" "0.31" "bombA_y" "0.23" "bombB_x" "0.66" "bombB_y" "0.32"

    }

    And guess what, my game still knows the exact height coordinates to switch between lower,normal and upper layers!! This is absurd. Where is this information stored? I even restarted my game... :C


    New update: managed to fix the bug in the _dev build, gonna roll it out on the main one... I'm tired.


    Solution:

    Don't ever use layered radars unless you work for VALVe and you're making de_nuke.


    EDIT: So I managed fixed that... The way I did it was I removed the upper and lower layers. Switched the radar names to new ones (just in case) and it worked on my friends PC, so now I'll be rocking my sick layered radar, while you subscriber plebs will be playing with a flat boring default one. Sometimes I wish someone at VALVe would listen to me whine about all the quality of life updates they could do to the Workshop. It's 2017 and each time you update half your maps description is gone. Layered radars are not supported by the Workshop even though they work if you have the files. Self-promoting people on my maps page... Gambling websites non-stop... I thought penis ASCCI copypasta was bad enough.. Do they not see this? :( AAAAAAAAH!111

  • DE_Portugal

    • UNREA1
    • January 15, 2017 at 11:26 PM
    Quote from Beannie

    52 minutes ago, Beannie said: Congratulations on releasing , This looks amazing and fun , gonna have to give it a try


    also there seems to be a radar bug on your workshop , the CT side the radar is working well , while on the T side there is no radar whatsoever

    Thanks man! Yeah I already took notice of this and will be fixing soon. That's because I made a layered radar, but for some reason the upper and mid height parts work, the lower one doesn't. Should be an easy fix anyway when I look into it. :P

  • DE_Portugal

    • UNREA1
    • January 15, 2017 at 6:20 PM
    Quote from will2k

    1 hour ago, will2k said: Who are you???? :D

    Great work buddy.

    I would suggest to add 3-4 more screenshots to this thread to better showcase and promote the map :)

    Thanks man! <3 There ya go

    Quote from blackdog

    1 hour ago, blackdog said: Congrats on the release! Would have liked some more shots ;)

    There. <3

  • DE_Portugal

    • UNREA1
    • January 15, 2017 at 12:10 AM
    Quote from Radu

    1 hour ago, Radu said: Nice one! I remember when this map was in the greybox stage and was already looking pretty promising. Btw, I know you from gamebanana. Can't believe it's been 5 years since that junkyard contest.

    Haha thanks man, people seem to be cheering me up with this one.

  • DE_Portugal

    • UNREA1
    • January 14, 2017 at 8:42 PM

    Alright guys, sorry for the long wait, most of you probably don't even remember who I am anymore. But I feel obligated to let you know that I finally released DE_Portugal.

    Workshop link:http://steamcommunity.com/sharedfiles/fi…s/?id=842297085

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/99477156195848342/067BB827A516297BB6D1ED6E2479A774C7AABADE/]

    Yeah, it took me like a year and 4 months, mostly because life got in the way (multiple times) and I've lost motivation. Lots of f-ed up sh*t happened. However I have great friends who pushed me to the finish line, and I finally decided to get back to it and finishing. I can't say I'm proud of this map, but I'm definetely proud I was able to release it.

    Workshop link:http://steamcommunity.com/sharedfiles/fi…s/?id=842297085

    Thanks to everyone who gave their contribution to this project, I'm sorry if I disapoint you. Probably won't be touching this for atleast 1-2 weeks. I need to take a rest.

  • (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?

    • UNREA1
    • September 18, 2016 at 4:01 PM
    Quote from text_fish

    Just now, text_fish said: Carving doesn't keep verts on the grid, resulting in messy brushwork at best, leaks and poor optimization at worst. There's never any excuse for carving.

    ^This. You wanna avoid using carving at all cost. Plus the method I presented results in a much cleaner view which can help if your map becomes very crowded to work in hammer.

  • (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?

    • UNREA1
    • September 18, 2016 at 2:50 PM

    Do not rotate or carve! Assuming this is our front view, what you wanna do is either make every line horizontal, and then move one of the ends up or down using the vertex manipulation tool, like so.


    Now if you were to do this on an angle from the top view, you'd probably have to use an instance, but I don't think its the case.

  • Euro 2016

    • UNREA1
    • July 11, 2016 at 2:15 AM
    Quote from Sprony

    15 minutes ago, Sprony said: Maybe it's different in Portugal, I don't know. But down here, 3 draws in the group, a 3rd place, lucky advance due to new tournament setup (you would have been out 4 years ago), again 2 draws that had to be decided by penalties, isn't exactly considered beating them.

    They did grow as a team, I'll give you that :)

    Yeah, what I want to say tho is that while we didn't exacly beat them in regular time, truth is NO ONE beat us during the tournament, thats gotta mean something, and to me it's not the anti-football thing. Today we were blessed once more by Rui Patricio (GK) our hero, but before that Pepe was an hero, when Renato put us back in the game he too was an hero, just to name a few.

    The fact that we won vs France (could very well be our nemesis in recent history), in France, WITHOUT our star player Ronaldo, against all odds and after 90 minutes and all the international trash talk, I gotta admit it feels WAY TO GOOD to be portuguese right now. To me personally, it feels like this was the only possible outcome, it couldn't have gone any other way, everything feels too fucking perfect.

    Everyone is still outside 2am and its monday tomorow.

  • Euro 2016

    • UNREA1
    • July 11, 2016 at 1:40 AM

    FeelsGoodMan. PORTUGAL!!!

    In all seriousness, we might not have played the best looking football but I believe our players put everything on the field. The team wasn't completely solid in the begining but they grew as a team so much. I can't agree when people say we played anti-football for most of the tournament, we had a lot of chances of winning those first games, the ball just wasn't hitting the net!

    This could obviously have gone either way, but to say Portugal doesn't deserve it is just stupid. Sorry baguettes, I know how it feels to lose at home, but this was looooong overdue. All portuguese people including me suffered so much during that horrible 2004 final, I'll never forget this day.

    To win it, you gotta beat every team you face. If you can't beat them, you won't win.

  • [WIP] DE_Portugal

    • UNREA1
    • April 6, 2016 at 12:46 AM

    Update!

    Quite some time since the last one so a lot of changes have taken place based on feedback, playtesting in 5v5 pub environment, and my own experience. It's been really well received so far, lots of people interested in helping with constructive feedback surprisingly, and my friends have been really supportive as well.

    Changelog:

    Spoiler

    Layout changes:

    - Revamped mid area replacing boost with stairs

    - Removed vent access to Market

    - Merged A-Mid connector with window room

    - Moved Terrorist spawn closer to mid area.

    Overal these were to simplify and make the map more Terrorist friendly.

    Other notable changes:

    - Replaced Market and Cafe doors with larger and prettier doors for easier navigation.

    - Fully covered one of the windows in A Tower

    - Added Windows to mid area to allow flashbangs and to set smokes over

    - Added small window to Short A

    - Added another window to Red House by A

    - Improved bandstand and allowed access making it a good spot for setting up mid grenades

    - Improved visibility inside A water

    - Added more cover to Long A

    - Made B Side Alley trick jump a more obvious possibility

    - Reworked cover for both bombsites

    Quality of life changes:

    - Clipped most of the surfaces and stairs that were left for easy navigation

    - Remade roofs in a better way

    - Better radar with layers

    - Improved looks in most areas

    - Chickens!


    Screenshots:

    Spoiler

    It's been a reaaally great experience. I'm happy with each update I bring. I was suposed to post here a lot earlier but kept delaying as I updated the map. In the meantime I was also able to spend a weekend out and look at stuff that I could use. The server running the map has ran 4 different versions since. If you'd like to join in testing server is open 24/7 linked with Workshop for instant updates -> connect 188.93.232.64:30076

    DE_Portugal in the CS:GO Workshop

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