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Posts by esspho

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • esspho
    • February 28, 2016 at 11:54 AM
    Quote from Onur Kardelen

    But I connected lights to buttons. When I pressed button, it opens named light. If I delete that names, how can I connect lights to buttons?

    Unfortunately there is no work around for this. I noticed that since the wildfire update switchable lights can cause this kind of thing you are having. I had a similar problem recently and got rid of it by replacing the lights with just env_sprites that can be turned on and off. It works okay in my case - hope that helps.


    [Blocked Image: http://i.imgur.com/PPotl9u.jpg]

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • esspho
    • February 26, 2016 at 6:10 PM

    @Onur Kardelen this could caused by giving names to your lights. If you did so, you can try to delete the name(s) and recompile.

  • Types of material maps?

    • esspho
    • February 26, 2016 at 3:45 PM

    When I started to make props and textures this article gave me a pretty good overview of what to do and how to do it regarding individual texture maps .

    There is also a good summary over at the polycount wiki.

    Hopefully that helps for starters but I'm just a hobbyist in that regard. Maybe some of the pros can pitch in?

  • de_dawn [WIP] and lots of newbie questions

    • esspho
    • February 24, 2016 at 3:37 PM
    Quote from lynx

    thanks, i tried that already but i didnt work :/

    Does the console give you any messages about invalid spawnpoints?

  • de_dawn [WIP] and lots of newbie questions

    • esspho
    • February 24, 2016 at 9:56 AM

    This is normally caused when there is no valid spawn. Try to add some more spawns and make sure to move them up a bit (16 units or so).

  • de_shortmirage - my attempt at converting it in a Demolition map

    • esspho
    • January 12, 2016 at 12:05 AM

    I feel your CT-spawn is too busy and would propably quickly annoy CT players. Therefore I would suggest making it smoother and simpler.
    Also the entrance to shop should be wider here. I doodled it in for you:

    [Blocked Image: http://i.imgur.com/jAhDP6B.jpg]

    Hope this helps. Good luck with your map.

  • The Merry Christmas Thread

    • esspho
    • December 26, 2015 at 3:24 PM

    merry christmas everybody!

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • esspho
    • September 2, 2015 at 10:46 PM

    thanks for the insight.

  • [WIP] DE_COPPER

    • esspho
    • September 2, 2015 at 10:18 PM
    Quote from El Moroes

    I find it impressive too.

    If I was you I think I would removed the jungle area to replace it by a quarry / loading / ... area to have this unique thematic in your map.
    The jungle thematic is a bit too much imo.

    It reminds me a bit a map on 1.6 (I think it was de_struction) :).

    Sorry for the late reply.

    I was thinking about this a lot but couldn't really bring myself to erase the jungle thematic.

    [Blocked Image: http://i.imgur.com/hxWm6Sx.jpg]

    Instead I thinned it out a bit and added a rather large concrete structure next to the little loading area since I liked this idea of your's and I thought it would complement the surrounding.

    [Blocked Image: http://i.imgur.com/m98EtE8.jpg]

    This could also help with orientation since there is a kind oj quarry in the skybox behind bombsite B already. So another one would have not been that good I think.

    [Blocked Image: http://i.imgur.com/fd6bEQy.png]

    Here are some concept sketches that I made way back.

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

    I guess I was set on the jungle from the start:rolleyes:

    come to think of it: if there is one 1.6 map that influenced me it would propably be de_quarry.

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • esspho
    • September 2, 2015 at 9:39 PM

    @ics

    where did you get this kind of information? I've been looking myself but couldn't find anything.

  • de_dank

    • esspho
    • September 2, 2015 at 6:39 PM

    Really love the idea. I'm curious how people will adopt it.

    Does the new meta work with bots?

  • [WIP] DE_COPPER

    • esspho
    • September 2, 2015 at 9:59 AM
    Quote from jakuza

    Hey,

    The amount of custom content in this is really amazing. Serious props to you for getting it all done in time and making it look so good.

    I was just wondering why the new screenshots look so washed-out compared to the earlier stuff. Color correction or did you change the materials?

    Anyways, awesome work!

    Thanks!

    The latest washed out look comes from a colorcorrection that I applied last minute to brighten up everything a little bit. The previous versions were really dark in some places. Changing all the materials would have taken much longer. The whole lighting needs a big overhaul but that's a thing for a future update.

    Greetings!

  • de_strada

    • esspho
    • September 1, 2015 at 10:55 PM

    Sad to hear :( Keep at it

  • [WIP] DE_COPPER

    • esspho
    • September 1, 2015 at 2:25 AM

    Final Update for the contest

    DE_COPPER WORKSHOP

  • [WIP] DE_COPPER

    • esspho
    • August 31, 2015 at 6:20 AM

    It's been a pretty busy weekend and I'm happy to present my entry:

    DE_COPPER WORKSHOP


    This contest was a great motivation to release the map after such a long time. The first scetches were made back in 2013.

    There is still room for improvements but for the time being I'm glad I made it this far.

    Good luck again to all contestants!

    -------

    edit:

    What's the greatest gift of all? It's time. I've just been gifted some extra hours to iron out some flaws because untill an hour ago I was 100% sure that the deadline was over. Can't we all live in one timezone ?:D So hopefully I'll be back with a small update later today.

  • [WIP] DE_COPPER

    • esspho
    • August 24, 2015 at 12:41 AM

    I've been busy with rearanging the layout a bit but was since then only able to test it with bots.

    If you want to take a look there is a quick compiled prototype on the WORKSHOP

    [Blocked Image: http://i.imgur.com/xSy48rE.jpg]

    bot_showbattlefront gives me 3 encounterspots:

    • jungle / bridge
    • road / mid
    • conveyor

    I must say I like it that way and I'm going to work on from here.

    You can find an album with before / after screenshots HERE

    :) good night everybody

  • [WIP]Colombia

    • esspho
    • August 23, 2015 at 12:27 AM

    Just saw this right now. Have you been inspired by the colombia map from global operations?

    [Blocked Image: http://www.thelostparadise.com/globalopsgame/levels/colombia_TacMap.jpg]

    That would be awesome because I loved that map and tryed to remake it for css some years back (never made it though).

    Good luck for the contest!

  • de_High_Ground

    • esspho
    • August 22, 2015 at 11:05 PM

    wow! this looks awesome. strong entry - good job.

    also Fnuggi's new avatar gives me the creepes.:P

  • What's going on with your life?

    • esspho
    • August 22, 2015 at 4:58 PM

    awesome! congratulations :D

  • [WIP] DE_COPPER

    • esspho
    • August 22, 2015 at 11:47 AM

    Hey Jack,

    thanks for your input. I also felt that the game wasn't flowing right during the playtest. Contrary to that I think the majority of the matches played during the playtest on june 17th where okay. So you're definitely right with the 10v10 / 5v5 statement.

    The funny thing is that I intentionaly wanted to build a rather small map that allows for good navigation with clearly diverse areas. Since I was intrigued by the mining setting (which is totally appropriate for counter strike imo) I ended up with a mine, a jungle and a set of adjacent buildings. I guess it became to complex somewhere on the way.

    I set that encounter point near 8 that you mentioned based on the timing. In the current version of the map the tspawn was set back so it's not really viable anymore. The point 2 encounter is really rare - I'll propably make a cut here.

    I'm gratefull for the help you offered and I'd really like to go over the single aspects that you see need to be worked on. I totally want to improve.


    Hey Vaja,

    disconnecting areas and (re)defining chokepoints is definitely the way to go I think. In the chat you suggested to normalise the layout a bit which propably means the same. Is there a specific connection that you see needs to be cut?


    On the contrary: are there elements which should not be altered as they are?

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