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  3. MrSkellyBones

Posts by MrSkellyBones

  • What have you watched recently?

    • MrSkellyBones
    • August 6, 2013 at 7:39 PM
    Quote from Kinky

    [Blocked Image: http://i0.wp.com/organizationasg.kokidokom.net/wp-content/uploads/2013/05/Attack-on-Titan-Volume-4.jpg]


    Just started watching this last night and DAMN is it good. If you like anime and you havent started watching this yet you really need to...


    I've been reading the manga for some time and I have to say,it hasn't even begun to get crazy yet. The story is excellent and FULL of twist. Enjoy =D

  • Hammer Map Visleaf Optimization Questions

    • MrSkellyBones
    • August 6, 2013 at 6:09 PM
    Quote from Squad

    Never compile your map with fast VIS if you want to check its performance. I usually never do a fast compile anyway (unless it's for checking some simple things.

    Ah I wasn't aware of that. I didn't realize it would have affected performance so much when I had done it. I compile fast most of the time because I'm constantly adding little things here and there and like to hop in and check them out on and off. I probably compile 20 to 30 times a day while working on the map so if I did full compile every time then I'll be waiting upwards to 2 hours on it at least.

  • Hammer Map Visleaf Optimization Questions

    • MrSkellyBones
    • August 6, 2013 at 5:30 PM

    Hey guys thanks for the link! It was very helpful understanding what was going on in the visleaf section. It took me a while to figure out what to do and I'm still not good at it but by cutting two low visleafs the map stops the bottom one's from seeing the top leafs on other parts of the map. Also compiling vis on normal instead of fast helps quite a bit it seems. I'll have to practice with it and figure out where to put more of them. Also I didn't realize the valve maps use a fair number of these (20 - 30). I looked around de_dust2 and de_nuke to get some idea how they split those maps as they have significant out door areas like my map and that helped me figure out what to do with my hint brushes. Thank you! =D

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 6, 2013 at 5:14 PM
    Quote from Puddy

    2 hours before the test is nice.

    In that case here's the files =).


    https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.bsp

    https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.nav


    Just a disclaimer for everyone. Some parts of the map have most of the detail work done, most do not. You'll find lots of ugly buildings, missing areas outside of spawns, and lots of single texture pieces. In many of these chases I'm up for suggestions as I'm running out of ideas as to what to put where. The map is built with competitive play in mind and I'd like to here and suggestions and concerns on it based on that goal. Aesthetically , I'm just not that good at detail work XD. This is my first time texturing and optimizing a map. It's been quite the learning experience. =)

  • MapCore CS:GO Playtesting 3.0

    • MrSkellyBones
    • August 6, 2013 at 1:14 AM

    Hello! I'd like to get my map de_sake up for play testing tomorrow at the normal time (Tuesday, 21 GMT). How soon would you need my current map version? I'm still doing a little work today that I'd like to have done before the playtest.

  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • August 6, 2013 at 1:10 AM
    Quote from TheOnLY

    Just disabling shadows will do the job


    Thanks! Got it sorted out.

  • Hammer Map Visleaf Optimization Questions

    • MrSkellyBones
    • August 5, 2013 at 9:12 AM
    Quote from blackdog

    Are you sure your hint brush is completely sealing off the area? I dunno much about it, but that is crucial from what i've read/watched, otherwise you are just adding leaves without optimizing.

    Hello! Thanks for the reply. Just to be sure I made a fresh brush and pulled it completely through the map. It doesn't seem to be the issue.

  • Hammer Map Visleaf Optimization Questions

    • MrSkellyBones
    • August 5, 2013 at 6:01 AM

    Recently, while working on my map I compiled and noted a frame rate drop while exiting my CT spawn to Mid-A side of the map. After turning on mat_wireframe 1 I noted the map appears to be drawing nearly in it's entirety regardless of my position on it. From Mid I could see nearly all of B was being drawn despite a wall blocking view of the visleafs there, a skybox separating the two zones and a hint brush cuttings the ceiling in such a way as there's no chance I'm seeing leaves above that side of the map.


    I know this is something I should be able to solve with hint brushes but I'm not experienced with then enough and I can't figure out exactly where they should be placed. This is really hurting my map's performance. Are there any advanced resources or tutorials out there that might give me some insight on what's going on? Most of my walls are func-details because of the cuts for texturing, then they have with a solid block behind them for cutting the visleafs. Is this an incorrect way of going about this or have I screwed up something else entirely?


    Some Pic's in the spoiler

    Quote

    Here you can see right before the performance hit happens, all of the actual B Site is not being drawn.

    [Blocked Image: http://i.imgur.com/DW5FL3Q.jpg]


    Moving up mid a little bit causes all of it to suddenly render.

    [Blocked Image: http://i.imgur.com/sMyS8F5.jpg]


    Most of the rest of the map is also rendered.

    [Blocked Image: http://i.imgur.com/2Qq4Ou8.jpg]


    Here's the hint brush cutting through the B site. You can see it's well below the buildings opposite of mid. There's only a hint texture on the one plane, the others all have skips on them. The Brush was created by grabbing, cloning and retexturing the skybox celing group.

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

    Display More


    All assistance offered is greatly appreciated. This is driving me nuts.


    Edit. Compile code. The viscluster bit.

    1157 portalclusters
    3409 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 36157 visible clusters (0.00%)
    Total clusters visible: 1121668
    Average clusters visible: 969
    Building PAS...
    Average clusters audible: 1155
    visdatasize:341573 compressed from 351728

    Code
    -------------------------------------------------------------------------------
    Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
    in"
    -------------------------------------------------------------------------------
    
    
    
    
    -------------------------------------------------------------------------------
    Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
    vbsp.exe" -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo"
     "D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentmapsNew
     folderde_sake_066a.vmf"
    -------------------------------------------------------------------------------
    
    
    Valve Software - vbsp.exe (May 20 2013)
    4 threads
    materialPath: D:SteamsteamappscommonCounter-Strike Global Offensivecsgomat
    erials
    Loading D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
    psNew folderde_sake_066a.vmf
    Map revision 787
    ConVarRef gpu_level doesn't point to an existing ConVar
    Patching WVT material: maps/de_sake_066a/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/de_sake_066a/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 620 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    done (0)
    writing D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
    psNew folderde_sake_066a.prt...Building visibility clusters...
    done (0)
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (494583 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 2635 texinfos to 1664
    Reduced 199 texdatas to 189 (4758 bytes to 4469)
    Writing D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
    psNew folderde_sake_066a.bsp
    3 seconds elapsed
    Reference Count for Material ___error (1) != 0
    
    
    -------------------------------------------------------------------------------
    Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
    in"
    -------------------------------------------------------------------------------
    
    
    
    
    -------------------------------------------------------------------------------
    Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
    vvis.exe" -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo"
     -fast "D:SteamsteamappscommonCounter-Strike Global Offensivesdk_contentma
    psNew folderde_sake_066a"
    -------------------------------------------------------------------------------
    
    
    Valve Software - vvis.exe (May 20 2013)
    fastvis = true
    4 threads
    reading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
    psnew folderde_sake_066a.bsp
    reading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
    psnew folderde_sake_066a.prt
    1157 portalclusters
    3409 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 36157 visible clusters (0.00%)
    Total clusters visible: 1121668
    Average clusters visible: 969
    Building PAS...
    Average clusters audible: 1155
    visdatasize:341573  compressed from 351728
    writing d:steamsteamappscommoncounter-strike global offensivesdk_contentma
    psnew folderde_sake_066a.bsp
    0 seconds elapsed
    
    
    -------------------------------------------------------------------------------
    Running command: cd "D:SteamsteamappscommonCounter-Strike Global Offensiveb
    in"
    -------------------------------------------------------------------------------
    
    
    
    
    -------------------------------------------------------------------------------
    Running command: "D:SteamsteamappscommonCounter-Strike Global Offensivebin
    vrad.exe"  -game "D:SteamsteamappscommonCounter-Strike Global Offensivecsgo
    " -noextra "D:SteamsteamappscommonCounter-Strike Global Offensivesdk_conten
    tmapsNew folderde_sake_066a"
    -------------------------------------------------------------------------------
    
    
    Valve Software - vrad.exe SSE (May 20 2013)
    
    
          Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    
    Loading d:steamsteamappscommoncounter-strike global offensivesdk_contentma
    psnew folderde_sake_066a.bsp
    Setting up ray-trace acceleration structure... Done (1.38 seconds)
    4444 faces
    6 degenerate faces
    532177 square feet [76633608.00 square inches]
    17 Displacements
    8009 Square Feet [1153321.38 Square Inches]
    4438 patches before subdivision
    55274 patches after subdivision
    light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.
    000000
    light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 74.
    000000
    47 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 4277898, max 763
    transfer lists:  32.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #1 added RGB(139013, 125661, 107132)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #2 added RGB(23027, 19288, 14146)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #3 added RGB(4408, 3518, 2221)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #4 added RGB(976, 745, 406)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #5 added RGB(236, 171, 81)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #6 added RGB(61, 42, 17)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #7 added RGB(17, 11, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #8 added RGB(5, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #9 added RGB(1, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0175 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  15/1024          720/49152    ( 1.5%)
    brushes               1376/8192        16512/98304    (16.8%)
    brushsides            9687/65536       77496/524288   (14.8%)
    planes                5394/65536      107880/1310720  ( 8.2%)
    vertexes              9084/65536      109008/786432   (13.9%)
    nodes                 2203/65536       70496/2097152  ( 3.4%)
    texinfos              1664/12288      119808/884736   (13.5%)
    texdata                189/2048         6048/65536    ( 9.2%)
    dispinfos               17/0            2992/0        ( 0.0%)
    disp_verts            1513/0           30260/0        ( 0.0%)
    disp_tris             2464/0            4928/0        ( 0.0%)
    disp_multiblend          0/0               0/0        ( 0.0%)
    disp_lmsamples       23839/0           23839/0        ( 0.0%)
    faces                 4444/65536      248864/3670016  ( 6.8%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             3263/65536      182728/3670016  ( 5.0%)
    facebrushes            696/0            1392/0        ( 0.0%)
    facebrushlists        4444/0           17776/0        ( 0.0%)
    leaves                2219/65536       71008/2097152  ( 3.4%)
    leaffaces             6724/65536       13448/131072   (10.3%)
    leafbrushes           4308/65536        8616/131072   ( 6.6%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges            36316/512000     145264/2048000  ( 7.1%)
    edges                23907/256000      95628/1024000  ( 9.3%)
    LDR worldlights         47/8192         4700/819200   ( 0.6%)
    HDR worldlights          0/8192            0/819200   ( 0.0%)
    leafwaterdata            1/32768          12/393216   ( 0.0%)
    waterstrips            757/32768        7570/327680   ( 2.3%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         15018/65536       30036/131072   (22.9%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays               138/512         48576/180224   (27.0%)
    LDR lightdata         [variable]     2570651/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      341573/16777216 ( 2.0%)
    entdata               [variable]       34029/393216   ( 8.7%)
    LDR ambient table     2219/65536        8876/262144   ( 3.4%)
    HDR ambient table     2219/65536        8876/262144   ( 3.4%)
    LDR leaf ambient     11610/65536      325080/1835008  (17.7%)
    HDR leaf ambient      2219/65536       62132/1835008  ( 3.4%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/12       ( 8.3%)
    static props          [variable]           1/29680    ( 0.0%)
    pakfile               [variable]      150446/0        ( 0.0%)
    physics               [variable]      494583/4194304  (11.8%)
    physics terrain       [variable]        2677/1048576  ( 0.3%)
    
    
    Level flags = 4
    
    
    Total triangle count: 14312
    Writing d:steamsteamappscommoncounter-strike global offensivesdk_contentma
    psnew folderde_sake_066a.bsp
    37 seconds elapsed
    
    
    -------------------------------------------------------------------------------
    Running command: copy "D:SteamsteamappscommonCounter-Strike Global Offensive
    sdk_contentmapsNew folderde_sake_066a.bsp" "D:SteamsteamappscommonCounte
    r-Strike Global Offensivecsgomapsde_sake_066a.bsp"
    -------------------------------------------------------------------------------
    
    
    Finished. Press a key to close.
    Display More
  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • August 4, 2013 at 9:35 PM

    Did a little bit of work last night detailing outside of B. I have to fix the windows but I like the over all effect. The grass is casting a rather odd shadow on the displacement map there. I need to find a way to fix that.


    Quote

    The view from B Site. White panels on the fence stop players from blending in with the background. Might change the darker ones.

    [Blocked Image: http://i.imgur.com/nyE4Sb6.jpg]


    What you can see down the way so far. Going to build up a hill and fence and run that to the 3D skybox in the future.

    [Blocked Image: http://i.imgur.com/dWlR99U.jpg]


    [Blocked Image: http://i.imgur.com/33U7w3c.jpg]

    Display More
  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • August 3, 2013 at 10:54 PM

    Hello. Up to version 64. More Detail work done and lots of little tweaks for gameplay. My friends got to play a couple 10 mans on the map so I got to make a lot of changes to help out with the competitive flow. Here are a few before and afters!


    Quote

    Mid Before and After

    [Blocked Image: http://i.imgur.com/hXh2CD7.jpg]

    [Blocked Image: http://i.imgur.com/coA9zyU.jpg]


    A Site Before and After

    [Blocked Image: http://i.imgur.com/Bk6c1Wy.jpg]

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


    Angle from heaven before and after.

    [Blocked Image: http://i.imgur.com/ILA8SDi.jpg]

    [Blocked Image: http://i.imgur.com/yFOz2AD.jpg]


    BSite Before and After. Still working on some things here.

    [Blocked Image: http://i.imgur.com/Q4U53Fp.jpg]

    [Blocked Image: http://i.imgur.com/sb1uReY.jpg]


    CT Spawn Before and After

    [Blocked Image: http://i.imgur.com/nCnB6Vb.jpg]

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

    Display More


    Still got a long way to go but I'm really happy with the way things are shaping up! More work today and I have to optimize Mid a bit as it's drawing to many visleafs.

  • HL2 Episode 3; The Closure (SPmod)

    • MrSkellyBones
    • August 3, 2013 at 10:06 PM

    15 hours of game play is a HUGE undertaking. It looks interesting though I'm not a fan of that assault rifle you use throughout the video. It was very un-Half-Lifeish. Good luck finishing it!

  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • July 29, 2013 at 7:37 AM

    de_sake_053A


    Quote

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

    Looking at various support beam shapes. I think I like the on on the right the most. It will be easiest to implement with the new roof.


    [Blocked Image: http://i.imgur.com/1Jntic3.jpg]

    A Ramp detailed. Need to rework the support wall as it looks pretty awful. Might cut wholes in it or something.


    [Blocked Image: http://i.imgur.com/Gvttm53.jpg]

    A yard building. Stacks will be continued in the 3D Skybox.


    [Blocked Image: http://i.imgur.com/Oa1kx53.jpg]

    A yard with better brush work. Rounded the corners and lifted a rail. Added ramps into A site.


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

    Another angle


    [Blocked Image: http://i.imgur.com/KOu6cqO.jpg]

    New A roof. Need to decide on a material type.


    [Blocked Image: http://i.imgur.com/0HbWfNY.jpg]

    The roof from inside. Old support that I didn't like still sitting up there.


    [Blocked Image: http://i.imgur.com/Ye4xzWm.jpg]

    T-spawn road. You can see what I'm trying, and failing, to do.

    Display More


    That's where I am atm. Going to do a little more work tonight. Over the next couple of days I'll be trying to work out proper brush detailing of A site. I also have to start working on areas outside of the map for detail.

  • Magnificent short movies

    • MrSkellyBones
    • July 29, 2013 at 3:24 AM

    For those of you who enjoyed Thomas Jane's Punisher they did a short that follows up on the character a little bit. I quite liked it.


    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.

  • What have you watched recently?

    • MrSkellyBones
    • July 27, 2013 at 8:19 PM

    I saw Pacific Rim. It's the first time I've cried, because I was laughing, because of how awesome the things I was seeing on screen were. I love Guillermo del Toro and when I heard this movie was in the works I knew I'd probably enjoy it. I had no idea the Yaeger vs Kaiju fights were going to be so incredibly well done though. This is how you do robots fighting Michael Bay! This is how you do giant monsters in the city Godzilla 2000. Without a doubt this is my favorite summer blockbuster of the year so far.

  • Judge Dredd

    • MrSkellyBones
    • July 27, 2013 at 8:14 PM

    I'm late to the party here but Dredd was a fantastic movie! Miles above the Stallone one at at least. I liked the plot (the script is actually older then the Raid Redemption but tbh, I loved the Raid too), the action was great and it's nice to see an action movie with a hard R for a change. The did the comic book right as well by not taking off the helmet.

  • 47 Ronin

    • MrSkellyBones
    • July 27, 2013 at 10:42 AM

    I watched the first 20 seconds thinking "this looks awful". Then I spent the next 15 seconds going "is that Keanu Reeves? It IS Keaunu Reeves!" and then the rest of the trailer going "I have to see this".

  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • July 26, 2013 at 11:25 PM

    Update! Up to sake_52A. I paused on detailing in order to get the rest of the map textured and presentable. I also added some player clips to make stairs and pathing a little smoother. I added some hint brushes to box in some buildings for optimization and found and fixed some func details. Finally I brought in the sky box so it's no longer just surrounding the map in one big brick so you aren't drawing nearly as many visleaves in game.


    http://imgur.com/a/hJv0c


    Quote

    [Blocked Image: http://i.imgur.com/WoO7f21h.jpg]

    Two main paths to A


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

    Shed Side


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

    Ramp Side


    [Blocked Image: http://i.imgur.com/3eXYOhKh.jpg]

    A yard


    [Blocked Image: http://i.imgur.com/ao3edfDh.jpg]

    A Bombsite


    [Blocked Image: http://i.imgur.com/4QgEhiXh.jpg]

    Way to heaven from CT Spawn


    [Blocked Image: http://i.imgur.com/Wc95bB4h.jpg]

    Heaven Watching A Site


    [Blocked Image: http://i.imgur.com/vTBro86h.jpg]

    CT Hut into A Site


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

    Mid Into A Yard or A Site

    Display More


    EDIT: Download link! https://dl.dropboxusercontent.com/u/41027277/de_sake_052A.bsp


    To do before beta list:


    Detail work

    Soundscape

    3D Skybox

    Out of play detail areas

    Optimization

    ???? Am I missing anything?

  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • July 23, 2013 at 10:36 AM
    Quote from sven

    Layout looks okay, but those indoor corridors/ramps seem very narrow. That might be okay for one exotic route, but not really if you want several people rushing through there at once. Also, make sure you use playerclip brushes to make sure that players dont het stuck in your support beams and such.

    Thank you for the feedback! I wasn't really sure at what point to do playerclips so I'm waiting on them a bit while I figure out where all the func_details will be. As for the hallways, there's only two primary ones. Mid to B and T-Street to B. Mid to B is more of a delayed route. It's not meant for a full on team rush. T-Street to B does allow 2 people to run side by side down the first half but up the ramp you can only go one at a time. It's probably a better tactic to 2-3 split apartments and T-stairs. Like I said though I have really limited playtest time with this layout. I'd like to organize some 10mans on it as soon as I'm done detailing/optimizing. Widening up the appartment ramps might be a good change for gameplay.


    Something I've been having issues with is justifying some of the routes ascetically. For instance when going into spooky from mid you break a vent and crawl into what essentially is a hallway that visually appears to be the inside of a wall. It feels... hokey. It's the same where spooky connects to office. I'm trying to work in more believable geometry and textures as I design the overall look of each route but it's been a much more difficult task then I anticipated.

  • [CS:GO] de_sake worklog by MrSkellyBones

    • MrSkellyBones
    • July 23, 2013 at 5:32 AM

    de_sake Worklog


    Going to use this thread as a progress log (prepare for WIP copypasta) until the final release of de_sake (thats saké as in the japanese rice beer). The basic layout is done and I've moved on to texturing and detail work already. Here's what the layout looks like.


    Quote

    [Blocked Image: http://i.imgur.com/U5WS4Sb.png?1]


    They style of the map is going to be similar to an abandoned mill/nuke so lots of rust/brick textures. Gameplay wise I want there to be lots of wallbangs/weak cover so sheet metal brushes and hollow boxes are strewn about. I'm slowly eliminating as much prop based cover as I can so i have better control of this. B is a little more seculded and has a harder rotation then A, but a more difficult uphill rout to assault. Here's a layout with rout and first encounter areas highlighted. Right now the entrance into A yard sort of mirrors the entrance to B site. Something I'm currently not proud of. I Plan on reworking it a bit.


    A is placed farther back in the map with more entrances I'm currently learning how to make my own blend textures to give a little more life to the map (mostly dirt/grass on cement). So far I've detailed most of B. Here's what it looks like so far.


    Quote

    [Blocked Image: http://i.imgur.com/66Icteph.jpg]

    This is T-Street. It brances off of mid and leads to B. The stone building is B-Apartments and my first ever detail work =D


    [Blocked Image: http://i.imgur.com/dpI4UtMh.jpg]

    There's more cover but a lot of risk rushing this way with the CT window overlooking the narrow hallway. Proud of the support beam work. =D. The doors are overlays with homemade frames.The battle gives T's a good view into B-side but with lot's of risk do to it's small size.


    [Blocked Image: http://i.imgur.com/mcqDqR7h.jpg]

    Farther up you'll find the ramp up to B-site level. Accidently ate the light that was at the top.


    [Blocked Image: http://i.imgur.com/KW0f6gSh.jpg]

    If you chose not to take the appartment route you'll have to use B-steps. A much wider but less covered route to attack from. This car is the only sparce lower area cover.


    [Blocked Image: http://i.imgur.com/zM6PEd0h.jpg]

    Here's B-Steps. Homemeade rail. The double door is an overlay.


    [Blocked Image: http://i.imgur.com/ngOsa0Nh.jpg]

    The detail work on the brick factory. Concrete floor suppots. Windows are textured. I think this needs more windows.


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

    CT Looking down B-Ramp.


    [Blocked Image: http://i.imgur.com/Lcww6jHh.jpg]

    Rust shack and back alley on the CT side of the B Bombsite (bomb plants go about the bottom left corner in this screen shot). Thin walls make wall bang's possiable.


    [Blocked Image: http://i.imgur.com/ZaFiO7ch.jpg]

    Opposite corner. The garage is slightly open to encourange wallbangs. Also makes a nifty spot for popflashes.


    [Blocked Image: http://i.imgur.com/12bKFwKh.jpg]

    CT entrance to Office, the drop down spot into B site from mid. You can use the ramp or jump up the side of the pipes.


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

    Not gonna lie. Kind of a crappy office. Windows and Door are props in this one.


    [Blocked Image: http://i.imgur.com/qKYlO5Eh.jpg]

    I call this spooky. It goes to mid. The outside jagged brushes are breakable so you can fit more then one person though shoudl you want.


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

    To get into spooky from mid you have to enter a vent. This is the site that greets T's once they get in. Makeshift ladder with the support beams.


    [Blocked Image: http://i.imgur.com/tpp6cM3h.jpg]

    And up that ladder is this. And that's why I call it spooky. Around that left corner is office. EDIT: got to fix repeating textures here >_>

    Display More


    And that's about where I am so far. I'm going to start detailing mid and the opposite wall on T-road. Im still learning how to work with props and overlays. I've done layouts for a few maps in the past (in TF2 mainly), but this is the first time I've moved on to texturing and detail so it's been quite the learning experience. I'm having a lot of fun and it's a very rewarding process. If you have any tips or suggestions I'd love to hear them. =)


    EDIT: Here's a flat overview to give a better idea of the routs and negative space. I feel like there should be a little more negative A side but I'll probably work that in with brushs/props later.


    Quote

    [Blocked Image: http://i.imgur.com/YjwcXOI.png?1?3905]


    EDITEDIT: Some more bits. T Rush timers to either a or b are about the same at 16 seconds. CT's have an easier rotation to the back of sites at about 10 seconds. However these spots are easier to counter so moving behind the t-side of the site is required which comes out to 16 seconds for at least one CT. I expect the map to slightly CT sided atm. I'm somewhat OK with that but it will take a lot more testing before I really know.


    You can download the layout version here (no textures). Please feel free to test it out if you'd like. I could use the gameplay input. Note that a lot of the prop based cover has been replaced with brush based. There are also some brush errors, that are no corrected in my current working version.

  • WIP in WIP, post your level screenshots!

    • MrSkellyBones
    • July 22, 2013 at 8:07 PM

    Hello! I'm working on my first CS:GO map, de_sake, and after some layout testing I began detail work a few days ago. Here's what that looks like so far.

    [Blocked Image: http://i.imgur.com/U5WS4Sb.png?1]


    They style of the map is going to be similar to an abandoned mill/nuke so lots of rust/brick textures. Gameplay wise I want there to be lots of wallbangs/weak cover so sheet metal brushes and hollow boxes are strewn about. I'm slowly eliminating as much prop based cover as I can so i have better control of this. B is a little more seculded and has a harder rotation then A, but a more difficult uphill rout to assault. Here's a layout with rout and first encounter areas highlighted. Right now the entrance into A yard sort of mirrors the entrance to B site. Something I'm currently not proud of. I Plan on reworking it a bit.


    A is placed farther back in the map with more entrances I'm currently learning how to make my own blend textures to give a little more life to the map (mostly dirt/grass on cement). So far I've detailed most of B. Here's what it looks like so far.


    [Blocked Image: http://i.imgur.com/66Icteph.jpg]

    This is T-Street. It brances off of mid and leads to B. The stone building is B-Apartments and my first ever detail work =D


    [Blocked Image: http://i.imgur.com/dpI4UtMh.jpg]

    There's more cover but a lot of risk rushing this way with the CT window overlooking the narrow hallway. Proud of the support beam work. =D. The doors are overlays with homemade frames.The battle gives T's a good view into B-side but with lot's of risk do to it's small size.


    [Blocked Image: http://i.imgur.com/mcqDqR7h.jpg]

    Farther up you'll find the ramp up to B-site level. Accidently ate the light that was at the top.


    [Blocked Image: http://i.imgur.com/KW0f6gSh.jpg]

    If you chose not to take the appartment route you'll have to use B-steps. A much wider but less covered route to attack from. This car is the only sparce lower area cover.


    [Blocked Image: http://i.imgur.com/zM6PEd0h.jpg]

    Here's B-Steps. Homemeade rail. The double door is an overlay.


    [Blocked Image: http://i.imgur.com/ngOsa0Nh.jpg]

    The detail work on the brick factory. Concrete floor suppots. Windows are textured. I think this needs more windows.


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

    CT Looking down B-Ramp.


    [Blocked Image: http://i.imgur.com/Lcww6jHh.jpg]

    Rust shack and back alley on the CT side of the B Bombsite (bomb plants go about the bottom left corner in this screen shot). Thin walls make wall bang's possiable.


    [Blocked Image: http://i.imgur.com/ZaFiO7ch.jpg]

    Opposite corner. The garage is slightly open to encourange wallbangs. Also makes a nifty spot for popflashes.


    [Blocked Image: http://i.imgur.com/12bKFwKh.jpg]

    CT entrance to Office, the drop down spot into B site from mid. You can use the ramp or jump up the side of the pipes.


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

    Not gonna lie. Kind of a crappy office. Windows and Door are props in this one.


    [Blocked Image: http://i.imgur.com/qKYlO5Eh.jpg]

    I call this spooky. It goes to mid. The outside jagged brushes are breakable so you can fit more then one person though shoudl you want.


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

    To get into spooky from mid you have to enter a vent. This is the site that greets T's once they get in. Makeshift ladder with the support beams.


    [Blocked Image: http://i.imgur.com/tpp6cM3h.jpg]

    And up that ladder is this. And that's why I call it spooky. Around that left corner is office. EDIT: got to fix repeating textures here >_>


    And that's about where I am so far. I'm going to start detailing mid and the opposite wall on T-road. Im still learning how to work with props and overlays. I've done layouts for a few maps in the past (in TF2 mainly), but this is the first time I've moved on to texturing and detail so it's been quite the learning experience. I'm having a lot of fun and it's a very rewarding process. If you have any tips or suggestions I'd love to hear them. =)


    EDIT: Here's a flat overview to give a better idea of the routs and negative space. I feel like there should be a little more negative A side but I'll probably work that in with brushs/props later.


    [Blocked Image: http://i.imgur.com/YjwcXOI.png?1?3905]


    EDITEDIT: Some more bits. T Rush timers to either a or b are about the same at 16 seconds. CT's have an easier rotation to the back of sites at about 10 seconds. However these spots are easier to counter so moving behind the t-side of the site is required which comes out to 16 seconds for at least one CT. I expect the map to slightly CT sided atm. I'm somewhat OK with that but it will take a lot more testing before I really know.


    You can download the layout version here (no textures). Please feel free to test it out if you'd like. I could use the gameplay input. Note that a lot of the prop based cover has been replaced with brush based.

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