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Posts by text_fish

  • [WIP] de_icbm

    • text_fish
    • May 25, 2017 at 6:29 PM

    It's "okay" to make a fully indoor map, but there are good reasons it doesn't get done very often for two main reasons that I can think of:

    1. The opportunities for interesting grenade tactics are greatly reduced

    2. The map will likely be visually unappealing and repetitive.

  • Brewery

    • text_fish
    • May 25, 2017 at 12:47 PM

    Yeah FMPONE has clarified that gray boxes are eligible as long as no art-passed version has been made public, so I think this entry is fine.


    I like breweries and would be sad to blow one up, but I look forward to playing CT side.

  • [WIP] cs_cult

    • text_fish
    • May 24, 2017 at 8:10 PM

    Slightly saddened by the lack of any hostage rescue entries, I've decided to enter cs_cult, a bit of a cs_ thought experiment that's been sitting in one of my sketchpads for far too long. I've designed it to try and appeal to 5v5 competitive types, by spreading the hostage spawns similarly to bomb sites. The tricky part is then balancing the CT's return journey, but through a few one-way drops and boosts and things I think it works on paper.

    The theme will involve rural cabins, woodland, a lake and some cliffs.

    I'm still working on de_brutal so if that's finished by October then great, but cs_cult will be my focus for the competition. I'll knock a gray box together tomorrow (disclaimer: if it plays shitty in the gray box I reserve the right to turn my full attention back to Brutal :P).

  • Mapcore's CS:GO Mapping Contest 2017

    • text_fish
    • May 24, 2017 at 12:13 PM

    There's always going to be various people at various different stages of various different projects, so it's impossible to come up with a set of rules that caters to everyone. If people want to be secretive about their work for the sake of upcoming competitions then I guess that's their call to make and I'm sure they'll burn in the deepest pits of hell if they decide to do so, but some level of "cheating" is unavoidable in any competition. I think the rules this year are the fairest possible option as they recognize that the art pass is the lengthiest part of a map's creation, and in the last contest a lot of people felt intimidated by near-complete entries such as Gallioliolioiwior or whatever it was called.

    It shouldn't need to be pointed out, but it's also worth noting that the rules don't exclude anybody from entering (aside from staffers, obviously), so anyone who wants to take part in a fun competition can still do so, they'll just need to start a new project if they don't already have one in an early enough stage of development to qualify.

  • Counter-Strike: Global Offensive

    • text_fish
    • May 24, 2017 at 9:50 AM

    I feel like you should earn an Operation Star just for understanding how the operation works.


    Edit: Lul, a response to being in the earlier operation?[Blocked Image: http://i.imgur.com/oKuiCZt.jpg]

  • [WIP] de_brutal

    • text_fish
    • May 24, 2017 at 8:53 AM

    Previous WIP topic here, containing dev images and radars:

  • Counter-Strike: Global Offensive

    • text_fish
    • May 24, 2017 at 8:43 AM

    Congrats all, you must be chuffed!


    And the day after Mapcore's CS:GO contest gets announced! Coincidink, or cunning plan?

  • VMT Editor - fast and simple editor for vmt files

    • text_fish
    • April 24, 2017 at 10:15 AM

    Woah, you even added a nice transition!

    [Blocked Image: https://media.giphy.com/media/eKTkklyW66lvW/giphy.gif]

    Thanks @Yanzl

  • [CS:GO] de_Transit

    • text_fish
    • April 14, 2017 at 6:44 PM

    Yeah those things are fine too. They could just be up against the wall as if they've been moved out of the way by security. It just "tells the story" a bit better than having a big ole gap.

  • VMT Editor - fast and simple editor for vmt files

    • text_fish
    • April 14, 2017 at 6:42 PM

    I've been meaning to post a feature request for ages but I keep forgetting, so I'm going to drop everything I'm doing right now and post it. Here goes ... feature request incoming ... NOW!

    Would it be possible to auto-generate a hammer preview texture when you create a blend material? Like the ones where there's a diagonal line through the middle and on each side you see the two textures that are included in the blend material? I think that would be neat, and super helpful when you're working on a map with lots of complex interlocking displacements.

  • [CS:GO] de_Transit

    • text_fish
    • April 14, 2017 at 5:52 PM
    Quote from Lizard

    On 4/12/2017 at 11:29 AM, Lizard said: [Blocked Image: http://i.imgur.com/mcpVb3P.jpg]

    Lovely visuals. On a basic logistical level, it seems a bit weird to have those turnstiles on one side of the ticket-booth/hut, whilst there's a big ole opening on the other side. Maybe you could put in some sort of open concertina gate on one side of the opening to suggest that it's usually closed to the public.

  • Quake Champions

    • text_fish
    • April 5, 2017 at 8:29 PM

    Disabling auto-taunts has shot to the very top of the Quake Champions wishlist since the last two champion trailers.

  • Counter-Strike: Global Offensive

    • text_fish
    • March 20, 2017 at 11:59 PM

    http://blog.counter-strike.net/index.php/2017/03/18277/

    Quote

    Quote Release Notes for 3/20/2017 20 MAR 2017 - [Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/tags/cs_blog_tag.png]

    [ MISC ] – Fixes related to recent shader rework.

    Yay. Well done Valve

    Quote

    Quote [ MAPS ]Cache– Fix for vent break sound.

    Yay. Well done @FMPONE

  • DE_BRUTAL

    • text_fish
    • March 20, 2017 at 4:49 PM

    So I'm experimenting with something a bit different now. I've introduced a new path from mid to bombsite A but it''s got a door that can only be opened from the mid-side. My hope is that it'll make the gameplay feel a bit more dynamic, especially in a retake/rotate situation. The jury is still out, but it's fun to experiment with. At the moment the main tripping point is that bots find it very confusing. They often walk to the locked side of the door, realise they can't get through and then start to reroute, except when it really matters (i.e. the bomb's been planted at B whilst they were guarding A) in which case they run at the locked door and hump it. Anybody have any ideas how to resolve this problem? At the moment, I have a trigger_once to open the door from the inside, though ideally I would like the player to have to "use" the door for consistency.

    Anyway, here's the latest overview:[Blocked Image: http://i.imgur.com/4Y5M0Di.jpg]

    I'm also starting to create the graffiti which I hope to use to inject a lot of colour in to the visuals. There's a WIP below, I'd be very grateful for suggestions as to how I can make it look like actual graffiti. At the moment I'm just using various spraypaint-like brushes in Photoshop to layer colours, then adding a few paint dribbles and light splattering around the edges. The concrete in the background is just for reference, the final graffiti will be a decal (possibly split up to fit around architectural details).

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

  • CS_AGENCY

    • text_fish
    • March 20, 2017 at 11:59 AM
    Quote from El_Exodus

    45 minutes ago, El_Exodus said: Nah, Valve is doing these graphics for fun with the only purpose to confuse people.

    They're such trolls. Somebody should report them for griefing.

  • [CSGO] de_piranesi Remake (WIP)

    • text_fish
    • March 20, 2017 at 11:56 AM
    Quote from Mondy00

    9 hours ago, Mondy00 said: Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think.

    You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

  • Counter-Strike: Global Offensive

    • text_fish
    • March 20, 2017 at 11:51 AM
    Quote from catfood

    27 minutes ago, catfood said: Designer choice. hope you guys dig it.

    Oil spill? I feel like Nuke windows didn't have this oily sheen on them before the shader update:http://images.akamai.steamusercontent.com/ugc/8146894426…C2073B8FFB4A86/

  • Counter-Strike: Global Offensive

    • text_fish
    • March 20, 2017 at 1:28 AM

    Can we all share the effected .vmt's to see if they share something in common?

  • Counter-Strike: Global Offensive

    • text_fish
    • March 19, 2017 at 11:46 AM
    Quote from wrakki

    6 hours ago, wrakki said: Man it really sucks that everyone is hating on Canals, it's as if they are forgetting what Overpass was when it was first released.

    Fair point, but everyone hated on Overpass a lot when it was first released too, so I guess the feedback was useful in the end. Valve have made a decision not to communicate directly with the public most of the time (and I completely understand their reasons), which negates any control they have over the tone and direction of the conversation, thus turning it in to one-way shouting match where the player-base feels they have to very aggressively assert their opinions. If Valve aren't happy with that situation I trust that they'll take steps to change it.

    Quote from grapen

    3 hours ago, grapen said: That's a problem in most modern multiplayer games. Rank is a shitty stress factor that brings out the worst in people and segregates friends of varying skill levels. Want to play without a useless icon next to your name? Here's our other gamemode with a completely different ruleset, not even remotely similar to the one that's fun.

    Sorry for the rant, I've just grown to loathe what I consider the worst addition to one of my favourite genre of games.

    Unranked. Hidden mmr. Same ruleset. People would be playing all kinds of maps I'm sure.

    Yep, that is definitely in the top 5 on my CS:GO wishlist. In fairness to Valve they went some way towards fixing casual by disabling all-talk during play, but 5v5 is definitely the holy grail of casual servers, and they should reinstate armour buying etc. too.

  • Counter-Strike: Global Offensive

    • text_fish
    • March 16, 2017 at 8:05 PM
    Quote from Bastion

    1 minute ago, Bastion said: Maybe, but they could at least have decently optimised the map, I run this new map and I get a 4th of my regular framerate compared to rest of the other maps.

    That's weird. It runs considerably smoother than Newke and Infernew on my machine.

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