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Posts by text_fish

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • April 15, 2014 at 9:46 PM

    Kolari, I really like DE_Tibet. Sorry I climbed on the roof. Clipping issues aside, the layout made a lot of sense to me. I think the mountainous skybox helps to orientate the player in the world, so it was pretty easy to learn and navigate even without lots (or any? I forget) of signage. The only frustrating point for me was the CT approach to bombsite A (I think ... the one on CT's left-hand route?), which either needs more cover for the CTs as they come out of the little house, or a quicker way to counter T's rushing by lobbing grenades over the wall.


    Cincinnati, I realise you're not looking to change much geometry-wise in de_disruption but there are some big improvements you could make with minimal effort:

    -Block off the long dead-ends with fences or something. Namely the long corridors near the underground bombsite. Not only do they give attacking players too many dark corners to check, first-time players will always be put off by having to turn back on themselves to return to "the action".

    -On the big staircase with the orange walls, fix the B arrow that points the wrong way. I get that it's a passage that's been narratively blocked off so in the real world the signage wouldn't just disappear, but it's frustrating from a gameplay standpoint.

    -Make the strip lights in the underground bombsite in to func_illusionary or clip them off so that defenders can't perch on them -- it's just one more awkward place to check in an already complicated space.

    -T's start out in that really long canal path followed immediately by another quite long sewer path -- maybe break them up a bit with some more corners so that it doesn't feel like a really long trudge.

    -There are lots of neat little holes to shoot people in other areas from, but perhaps a little too many. Options are great and all, but it will always feel unfair to get shot by somebody you have barely any chance of seeing. The most irritating one for me was in the afforementioned big staircase, a little square window on the right-hand side as you go up. The one at the top of the stairs leading down to the outside bombsite seems a little unfair as well, especially given how far away it is from the areas it covers.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • April 15, 2014 at 7:24 PM

    Cool shots Douglas, I especially like the golden light from the skylights and the little rivets on the floor. I'd say the spotlights could be toned down just a little though.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • April 11, 2014 at 6:59 PM

    I also prefer the warmer version and I actually think it's more readable because it has fewer decals and blends, and softer contrast.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • March 31, 2014 at 6:48 PM

    Oh hullo,


    May I book a slot on Tuesday 29th please? Seems a way off but I'm aiming to get a week off work just before that to tidy up my as yet unnamed defuse map.

  • MapCore CS:GO Playtesting 3.0

    • text_fish
    • March 25, 2014 at 9:20 PM

    Fun map borgking. Here are my thoughts so far:

    The bombsites and the curvey tunnel both have really interesting game-play opportunities (I like all the corners/cover, they encourage careful attacks) but I feel like the bland mid-sections of the map draw action away from them. For instance, the big room with the orange boxes seems quite superfluous as anything more than a connector, and as such should connect areas faster. Maybe you could get players down in to the tunnel quicker with a large "cargo-style" elevator shaft (like the one in Thunder beneath the vent perch) instead of all those narrow/winding staircases.


    My favourite battles were as a T trying to take bombsite A from the outside because I like a spot of grenade warfare, but this could be increased with windows or skylights above and/or around the main doorway.


    I couldn't find a topic for this map, but in my search I did find another de_core [ ] so maybe rethink the name (fission, reactor, boson?) to avoid confusion and make a new topic for further discussion.

  • [CS:GO] de_unnamed (WIP)

    • text_fish
    • March 24, 2014 at 10:59 PM

    That's not necessarily such a bad thing. Dust 2 has a sightline the length of the map. Looks to me like if T's took the right-hand route to B they could still plant without ever having to actually cross the sightline, but maybe those brave enough to dash across it could be rewarded with a better defensive position or a route to a nest from which to snipe back. If you did want to go down that route you would probably want to block the sightline in to A from T side so that snipers can't easily cover each site.


    Height could also play a factor. It looks to me like there's a downward slope along that horizontal path near the A site, so maybe a bridge/pipes/vents cut across it, obscuring snipers on the high ground from seeing the low ground easily.

  • [CS:GO]de_zoo

    • text_fish
    • March 20, 2014 at 7:11 PM

    Looks sweet, can't wait to try it! Are you making new animal assets, or will it just be a fish and chicken zoo?

  • [CS:GO] De_Vineyard (WIP)

    • text_fish
    • March 11, 2014 at 8:43 PM

    I second Niller's scale concerns, although it is difficult to gauge such things with empty rooms and dev textures.


    Also, that tractor doesn't look like it would fit through that doorway, and if it somehow did the driver would have to do a 6840765894749-point turn to drive it out of the alley.

  • (cs:go) de_mist

    • text_fish
    • March 10, 2014 at 8:55 PM

    Does molotov really disable smoke? I thought smoke ate molotovs.

  • DE_CROWN wip by FMPONE and Volcano

    • text_fish
    • March 8, 2014 at 8:53 AM

    My favourite thing about Barcelona is all the narrow alleys in the old town but I guess they might be a bit restrictive gameplay wise.

    Also, Gaudi!

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • text_fish
    • February 25, 2014 at 10:52 PM

    Playing around with this:

    [Blocked Image: http://i11.photobucket.com/albums/a155/text_fish/boom_toeshot_zps04a18750.png]

  • Counter-Strike: Global Offensive

    • text_fish
    • February 22, 2014 at 8:03 AM

    Blleeeaaarrggh. Weapon skins bore me. Want new maps. Buying anyway because I'm a sucker for community content.


    Valve should just buy Motel, Agency and Thunder to add to the official hostage rotation to beef it out.

  • [CS:GO] de_season

    • text_fish
    • February 12, 2014 at 10:40 PM

    I for one fucking love this remix. Season was one of my favourite maps in CS:S but I just felt that the old industrial look was too tired for CS:GO so I barely played it until now. This agricultural angle really freshens it up and makes full use of GO's visual bells and whistles.


    I think you could do with adding some faint ambient green lights under the greenhouse glass, but otherwise I'd be inclined to leave the visuals and start concentrating on the soundscape which is the only really weak point for me. I'd like to hear insects and birds in the background to really make it feel humid, as well as the faint buzzing of vents et al. Lose the car sounds, other than perhaps a very occasional distant sound if you have a car going passed in the skybox.


    OH! And maybe add some birds in the sky because they look cool in shadows.

  • [CS:GO] de_tenebrous - collaborator needed...

    • text_fish
    • January 25, 2014 at 9:51 AM

    Don't give up. If you've lost ambition it's because you feel like you've gone down a dead-end with the design, and I think that's evident in the night setting and the rain. When I'm getting bored of a map the first thing I start to do is make it nighttime, or rainy, or snowy or some combination of the above because it's a sweeping change that feels like progress, but it actually just derails the original vision. If I were you I'd go to daylight and temporarily ditch the rain and in the process of doing so you're likely to start coming up with more productive ideas to polish the map yourself.

  • Level Design Help Files

    • text_fish
    • January 8, 2014 at 6:46 PM

    Hi Squad, thanks for the suggestion but that wasn't it. However, I ran that command through VDC to find out more about it which eventually led to my reading about mipmapping, which then reminded me that I'd been fiddling around with the mipmap settings in VTFEdit's import screen and when I reverted them to normal and re-imported the VTF I fixed the problem! So in a roundabout sort of way you fixed my problem one again, thank you!

  • Level Design Help Files

    • text_fish
    • January 8, 2014 at 4:18 PM

    Gladly. Thanks for taking a look Squad:


    Quote

    "VertexlitGeneric"

    {"$basetexture" "models/textfish/freezer_door""$surfaceprop" "Metal""$envmap" "env_cubemap""$envmapmask" "models/textfish/freezer_door_spec"}


    I've tried with and without the specular stuff and with the default surface prop but the problem persists. Don't think there's anything else I can change.

  • Level Design Help Files

    • text_fish
    • January 8, 2014 at 1:18 PM

    Apologies for making this discussion about modelling as opposed to level design again, but I'm running in to a brand new problem making props for CS:GO. It's best illustrated with a video and some hot music:


    http://www.youtube.com/watch?v=_TmEPiYJ2IE


    As you can see, the lighting of this prop has gone a bit mental as it falls in to almost complete shadow at a certain distance. This occurs in Model Viewer (shown) as well as Hammer and in-game. I've tried reducing the VMF to its most basic elements (no spec, bump, etc.) to no avail. There we no unusual errors when I compiled the QC (I pretty much always see the following warning, but up until recently have experienced no repercussions):


    Quote

    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!


    Has anybody else had this problem before, or have any ideas what I'm missing?


    Cheers.

  • [WIP] CS/DE_(tbd)

    • text_fish
    • November 28, 2013 at 10:08 PM

    Excuse me if this has been covered already, but why do the ski-lifts look like ghosts?

  • [CS:GO] WIP Sewers (seeking feedback and opinions)

    • text_fish
    • November 27, 2013 at 10:43 AM

    I prefer the low water. As Spherix says, the canal is clearly designed to handle larger torrents, but that doesn't mean there wouldn't still be some low level water during a dry season.


    What is a problem for me is the wooden(?) bridge. Firstly, it looks really impractical compared to the very functional architecture around it -- why have an arch when you could just have a nice flat walkway? Its stilts also look like they would cause potential blockages in the canal. Worst of all though, it's like 3 or 4 meters away from a perfectly good piece of dry land so why would the builders put it there in the first place?

  • WIP in WIP, post your level screenshots!

    • text_fish
    • November 14, 2013 at 6:56 PM

    Those dev textures make me cross-eyed.

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