Hi Smiley. What I was trying to say on the server (but for some reason I couldn't find the words!) was that I think you need to combine one of the T routes to A, with Mid. At the moment it feels like a four lane map, so the action is too spread out. If I were you, I would block off the "fast A" route and open up a doorway from mid for T's to rush in to A.
Posts by text_fish
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I don't mind changing settings, because generally speaking you only have to do it the first time you boot up, but I completely agree about all the logos, cut-scenes and tutorials. At the very least, the logos and cutscenes could be combined so that you only have to sit through the logo once at the beginning of the narrative.
I've heard/read some developers claim that the cutscene or logo are actually loading screens for the game, but in this case I would always like to be able to see a progress bar so that I can skip as early as possible. Those same developers would probably argue that this breaks immersion, but I'd say me standing up and wandering off to do something else is probably even more breaking.
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The combat seemed very uhh "compartmentalised". I was hoping for huge vistas with enemies popping up all over the place all the time, rather than lots of little set pieces. I guess they needed to keep it this way to show off the melee finishers, but that wasn't a worthy pay off for me. SnapMap also looks a little limited at the moment, but hopefully we'll be able to have more control over it than they were able to show. I also thought the cyber demon looked a little bit ... Floofy.
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Just watched your stream for a bit. It's always interesting to watch others work! You use the 3D view a hell of a lot more than I do. I don't think it was so versatile when I learnt Worldcraft/Hammer, so I guess I have a lot of useful shortcuts to catch up on as I still use the 2D views for most manipulations!
Anyway, I must stop watching and get on with my own map. Just wanted to suggest, you could push that big pipe prop in to the wall a bit if you're having trouble fitting it to the length of the narrow corridor.
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A static render in a 3D modelling program is always going to be prettier than real-time rendering in a game engine, especially one as (ahem) "historical" as Source.
As for the models getting white the further away they are, you may want to investigate the mipmapping on the VMT. I had this on a prop I made a while back but it went black at the edges the further away I got, and it turned out I'd inadvertently changed some mipmap settings when converting the diffuse in to a VMT using VTFEdit.
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toolsplayerclip isn't solid to NPC's (which I guess is why NAV wouldn't bother with it). For more info on all the tools textures there's a handy table on the VDC!
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Nav shouldn't skip tools/toolsclip, but it might skip tools/toolsplayerclip. Or it might be the other way round, I don't quite remember.
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Quote from LapnLook
– fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realisticIt sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in a 33 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.
The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.
Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.
Edit: worked out a more precise angle. Ahh, procrastination.
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I've not had a run around yet, but I can tell from your screenshots that the vertical scale is off. The steps need to be half the height they are now, and the swimming pool also looks really deep compared to its width.
As for setting, I like the Hollywood hills idea, should make for a more unique skybox than another inner-city vertigo/agency style.
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Wow you've been busy. Great progress!
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Entering a completed project just because you can seems a bit cynical to me. I realise it's a flaw in the rules of the competition, and the same idea crossed my mind after reading the Hotel Gellert thread, but I decided against it because it's not in the spirit of the competition.
Oh well, best of luck to you, it's an alright map if my memory serves me correctly.
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Are you planning on doing any more work on this map?
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Hello. A few Mapcore regulars will recognize my layout from a playtest a few months back, when it was known as DE_BRUTAL. That name has now been moved over to a side-project as I've changed the theme of DE_SECRET from oppressive brutalist architecture to a sunnier oxbridge/tudor style. There have been a few tweaks to the layout especially around bombsites, but the general gist is locked down so I'm currently working on art assets. I'll post screens and an updated overview soon!
Best of luck to everybody else entering the competition.
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I'm just posting in here to troll the other people who keep checking back every ten minutes in to thinking there might be some exciting new info.
Sorry. See you in ten minutes.
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de_orion would seem like a logical and memorable name.
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Quote from LATTEH
sounds interesting. will the 3d section be exploding i think?
I think so too!
On that note, it could be worth somebody typing up a sticky thread with posting guidelines for that section. Here are a few guidelines off the top of my head:
[*]List the game and game mode(s) in thread titles, as well as map name, i.e: (CS:GO) de_underpants[*]When posting level overviews/radars, always label important game-play information such as spawn locations and objectives.[*]When posting a lot of screenshots, consider placing them in a Spoiler box so that they can be easily hidden.[*]When quoting a post with a lot of screenshots, consider deleting the images.[*]Explain your design choices and your ultimate intentions for gameplay and visuals.[/list]I've just hit Submit Reply about 57365784363498 times and nothing happened, so my apologies to everybody if this post suddenly appears 57365784363498 times.
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I actually quite enjoyed the CZ mission. It made me really think a lot harder about how I'd play, and I ended up not dying for five or six rounds because I wanted to keep my enemy M4, which barely ever happens to me.
It also gave me an idea: player designed challenges. Players could use sliders and drop-down menus to set mission parameters and then either assign the mission to a friend or just throw it out to the community. The game would work out a fair XP reward for the mission, using maths or magic or something.
You're welcome Valve, you can give me my $$$$$$$$$$$ now.
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Oh I see, the entire announcement was just a round about way of getting Pampers to put some pants on. Cunning.