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Posts by MrSkellyBones

  • Periodical CS:GO Map Making Contest are now happening over at /r/CSMapMakers

    • MrSkellyBones
    • November 23, 2013 at 6:04 PM

    Hello everyone! I'm a moderator for a relatively new sub at Reddit. Over the past month we've been organizing smaller contest to give mappers an idea and deadline to work with. Today we began our first big contest. I figured I would post it here for anyone who is interested in participating.


    Here is a link to the thread if you are an active Reddit user and I've also quoted the contest rules below.


    Quote

    Contest Rules

    The boards creek, these holes in the walls and the attic is mostly dust. You've seen a house who's years have brought it to the brink of demolition. Now it's time to bring it to CS:GO! Your mission is to build a large house (or small mansion if you prefer) that will act as the battle grounds for a demolition map. You can make the outside part of the play area as well.

    November 24th - December 24th, 6pm (GMT 0), 12pm (CTZ)

    Theme: Decrepit House

    Map Type: Full demolition layout. Detail optional.

    Creation Rules: All entries should be built from scratch! You can enter multiple times if you like but you'll be competing with yourself it you do! Submissions should be available for download on the workshop by the deadline set for the contest. Once the deadline is finished please do not update the workshop map until the voting period has ended. Any third party materials must be credited! You can work together with another person and submit and entry as a group!

    Once you've made your map, upload it to the workshop and submit a link in this thread!

    Voting Period: December 25th - January 1st, 6pm (GMT 0), 12pm (CTZ)

    Good luck everyone!

    Display More


    We are working hard to build an active user base that will partake in contest and discussions over at /r/CSMapMakers so if anyone here is interested, please join us! In the future we are going to have Live Hammer Lessons which will first serve as a crash course on how to use the Hammer Map Editor and then feature more advanced tutorials and techniques by seasoned mappers. We are looking to the community for volunteers who would be interested in hosting a lesson/technique they would like to cover.


    Thank you for your time and I hope to see you over at /r/CSMapMakers (or I'll see you here =) ).

  • CS_AGENCY

    • MrSkellyBones
    • November 12, 2013 at 5:47 AM
    Quote from Puddy

    I really should learn how to use playerclips lol ammarite?

    Man, my friends love running around my map, seeing what odd places and ledges they can find. I've considered putting a player clip just above everyone heads and the moment someone ask why they can't jump reply, "Shut your face you cheating whore."


    Darn players know how to break everything...

  • CS_AGENCY

    • MrSkellyBones
    • November 11, 2013 at 7:47 AM

    Heyo. Someone just posted this video with a pair of glitch boost in it. As always, doing my duty to let ye creators know before.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Check 0:50 and 1:55

  • What have you watched recently?

    • MrSkellyBones
    • October 7, 2013 at 8:41 AM

    Got lots of things so I want to write them in here.


    First I saw Super. Totally not what I was expecting. It was a great "realistic" take on the comic book superhero film. It's a dark comedy with an emphasis on "dark" and really refreshing given all the cliches it could have stepped in but avoided. Personally I enjoyed it way more then Kick-Ass.


    I watched Day Watch last night. I saw Night Watch maybe 3 months ago and remember thinking it was a fun little flick but nothing special. Day Watch however, blew me away. It has some of the funnest, coolest, and craziest characters I've seen on film and the pacing and story is excellent, and completely refreshing. You really can't get any context without watching Night Watch first but it's worth getting through to see Day Watch to the end. I can't wait for the next one.


    I re-watched Slither for the first time in... 5 years? I'm surprised how little I remember considering how unique and funny the movie is. It leans to the horror side of the horror comedy spectrum but when it wanted to be funny, I was all in. The mayor has some of the funniest, quotable lines that had me in tears.


    Quote


    Jack MacReady: He's a goddamn Martian?

    Bill Pardy: Martians is from Mars, Jack.

    Jack MacReady: Or it's a general term meaning 'outer-space fucker'.

    Bill Pardy: No it isn't!

    Jack MacReady: Look it up, cocksucker!


    Finally, sometime a couple weeks ago I watch The Rum Diary. Johny Depp once again plays the Hunter S. Thompson-esq character and all is right in the world. It's not the drug fueled nightmare that Fear and Loathing was but it has it's own charm in how much more real the characters felt. The story is actually pretty damn depressing when you think about it but the anti-climax kind of puts a bosh on the whole thing. Then again, that probably was the point. It was a good film but don't go into it thinking it's going to be like Where the Buffalo Roam, or Fear and Loathing. Just like those films, it has it's own distinct style.

  • CS_AGENCY

    • MrSkellyBones
    • September 21, 2013 at 6:16 PM
    Quote from Puddy

    was actually thinking of doing a hurt_trigger instead of clipping lmao


    but then i realized this is all official and now and stuff and we have to be serious. ;(


    oh OH. You should player clip it, but make the clip angled so next time someone attempts to do it they will hit their head on the ramp and go flying backwards off the building.

  • de_REEF

    • MrSkellyBones
    • September 21, 2013 at 3:27 AM

    If that plays as good as it looks then you sir have a winner on your hands. =D

  • CS_AGENCY

    • MrSkellyBones
    • September 21, 2013 at 3:25 AM

    Just an exploit heads up. I don't quite know how updating the map works now that it's part of Operation Bravo (grats btw!) but I figured I should at least get this to you guys asap so if you do have the power to fix it, you can.


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  • [CS:GO] De_Tunnels

    • MrSkellyBones
    • August 29, 2013 at 5:42 AM

    Hiya Stranger! This be Digg. Glad you joined up. I look forward to testing the map soon as it's on the playtest. =D

  • Recommendations for a good Beginner tutorial into 3DSMAX and 2D texturing?

    • MrSkellyBones
    • August 15, 2013 at 3:07 AM

    Hey. I don't know if you saw this but apparently Valve is working to distribute Blender on steam and offer some kind of support for it in Valve games.

    http://lists.blender.org/pipermail/bf-c…ust/041483.html

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 13, 2013 at 5:11 PM

    Thanks for the responses guys. This is what I currently see in PakRat for the paths for the overlays. Not sure if this is quite correct. I'm glad you guys know what your doing though because I haven't been able to find this stuff anywhere online. =S


    [Blocked Image: http://i.imgur.com/JByDKph.png?1?7792]


    EDIT: I just realized I need to compress the .dds as well.


    EDITEDIT: Welp, hopefully this works for you guys. =D

    https://dl.dropboxusercontent.com/u/41027277/de_sake_073fl.bsp

    https://dl.dropboxusercontent.com/u/41027277/de_sake_073fl.nav


    Didn't work D=

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 13, 2013 at 9:04 AM
    Quote from Puddy

    Pakrat it into the bsp

    I've done that but it doesn't seem to load it up for clients who dl the BPS. I figured there must be some reason it's not working and I read somewhere you need to direct clients to the radar files in your server config.

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 13, 2013 at 7:04 AM

    Does anyone know how to direct clients to DL the map_radar files when they connect to your server. I'd like to try and get it working so when I host my map my friends will have one to run around with.

  • Recommendations for a good Beginner tutorial into 3DSMAX and 2D texturing?

    • MrSkellyBones
    • August 13, 2013 at 5:42 AM
    Quote from FMPONE

    Title says it all! I'm starting the journey of learning to do both so I'd really appreciate any input ^^

    I tried learning some 3d modeling a while back and found CGCookie. They had a lot of good tutorials for Blender and they have a whole section on 3DMax as well. Hopefully that helps a little bit at least.


    I'm with you on the 2d texturing, I really want to learn to make some customs for my upcoming map. =D

  • [CS:GO] de_dacompound, first map in a decade :P

    • MrSkellyBones
    • August 12, 2013 at 5:58 AM

    Hey man I just got done running around it. Visually the map looks great. The detail work is nice and feels appropriate for the most part. The layout on the other hand is simply far to extravagant for 5V5 competitive play. On the CT side it's incredibly difficult to find 5 spots to place teammates as to gather information on the enemies position. Terrorist have SO many options as to how to approach and take a bombsite that the only way I could figure that CT's could cover MOST of the map is by playing at, or behind the objectives.


    The problem area I feel is the large middle building. Terrorist get a free pass into it more or less with a single smoke grenade. Once inside they have about a dozen options for where to pop out. Granted some a few of these are on the same sight lines as areas already covered by counter terrorist but if only 3 of them were to enter that building and the other two to lurk elsewhere, CT's would be stretched very thin to cover many of the spots. As a public map I think it would work great on a 12v12 classic casual game mode. For competitive however I would consider eliminating some of the pathways at the Terrorist disposal, or maybe even splitting it into two maps! It's too hollow and pathy for competitive as it is.


    It otherwise looks great. Some mods like trouble in terrorist town would play really well on the map I feel.

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 12, 2013 at 5:06 AM

    Holy crap there are a lot of maps that need testing atm. Maybe we should open up another test day? >_> <_< =D

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 10, 2013 at 3:29 AM

    Hello! I don't know how often you guys allow maps to be tested, but I've changed de_sake quite a lot and would like to sign up for the next test day if that's allowed.

  • [CS:GO] de_monsoon WIP

    • MrSkellyBones
    • August 10, 2013 at 3:26 AM

    Hey man! Looks like you took a lot of the suggestions made and implemented along with a few clever fixes of your own. I'd love to see some new screenshots of the changed areas. I look forward to the next playtest with it. Good luck with your map =D

  • Xbox One

    • MrSkellyBones
    • August 8, 2013 at 10:18 PM
    Quote from Beck

    Xbox One Unboxing

    http://www.youtube.com/watch?v=lbrmAsxJPv4


    Isn't that special power button the same as the original Playstation 3 power button but with a light behind it?


    Say what you will about the Xbox One, this is how unboxing videos should be. Edited, fast and concise. I realize this if directly from the Microsoft PA team but I hate unboxings where the host is also the camera guy and take 20 minutes to show ever label detail on the box. It's even worse when they put the camera on their lap and try to hold the box in front of them to open it. GET A TRIPOD!


    The console itself looks nice. I'm interested in the new controller as I love my 360 pad. That said everything else is pretty standard.

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 8, 2013 at 9:27 PM

    Just got done testing de_monsoon. For general game play it feels to open at times. The B and Mid routes both have very long sight lines which make the map more awp focused. You can change mid quite easily by eliminating large terrorist route to mid and offsetting that with an opening in the apartment that lets you drop down (there might even be one. I only saw that spot on spec once and never went there). Water also affects the way flashbangs and grenades behave so you might want to add more displacement maps or solid ground to walk on in the lower parts of the map.


    Overall the layout felt pretty good. There are a few bits I would change though. First CT spawn is very long and open. I suggesting adding a little cover so that rotating through it isn't quite so painful. Also the back of B site has a small hallway that wraps around a world block. I feel like between it and the many boxes in B there were to many spots to hide. A couple lights are needed in the door room so it isn't so dark. Even with the rain off I couldn't see CT's inside it.


    A side felt much more solid. You might want to extend the catwalk so it goes all the way to the T door entrance so that is isn't immediately a great spot to defend from. It didn't get played a much but when it did I liked it quite a bit.

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 7, 2013 at 10:06 PM
    Quote from Vilham

    I would simplify the map back down to box layout (there is too much noise right now), remove any random shapes etc and simplify the routes down. Then think about the theme of the level.


    Quote from Puddy

    Sake

    Surprisingly good foundation but with crude and confusing visuals. The material choices, types of buildings and exteriors feel a bit random. And some of the architecture feels very implausable. I would love to see a more cohesive look.


    Thanks for the feedback guys! I'm going back and trying to work out a more coherent theme. I'm also reworking a few of the paths and hopefully we can do another playtest in a week or so =D. (Also just got the minimap working. hooray)

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