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  3. text_fish

Posts by text_fish

  • de_zenith

    • text_fish
    • June 17, 2019 at 5:28 PM

    Thanks for the clarification!

  • de_zenith

    • text_fish
    • June 17, 2019 at 4:38 PM

    Sorry Kodiak I think this entry might fall foul of Rule 4 of the entry guidelines, which you can read here:

  • [WIP] de_Monsoon

    • text_fish
    • June 14, 2019 at 10:03 AM
    Quote from Maritime

    10 hours ago, Maritime said: bots are very bias towards bombsite A, i'm working on a way to fix that.

    Don't waste too much time and effort redesigning your layout for bots, they behave nothing like humans so you run the risk of imbalancing the map. In my experience terrorist bots always have a preferred bombsite, probably the closest or easiest to navigate to. If you want to test their timings and approach to the other site you could temporarily cordon off the other one.

    Personally I find it quite useful to have competitive twitch streams running on my second monitor whilst I'm designing/building/tweaking layouts as it keeps me in the mindset of a human player. Ultimately the only important test is getting 10 real humans to have a few actual games on your map and collect their feedback.

  • Doom Eternal

    • text_fish
    • June 13, 2019 at 3:58 PM

    HOW DARE YOU HAVE AN UNPOPULAR OPINION, GET OUT NOW! /s

    Personally I think it looks great fun though. I do agree that the glowing swords look a bit lame though, like they're straight out of some flouncy anime thing rather than a gritty, gory shooter.

  • [WIP] de_bucha

    • text_fish
    • June 13, 2019 at 8:52 AM

    [Blocked Image: https://media.giphy.com/media/12B2YXjQVjnJeg/giphy.gif]

  • [WiP] de_sean

    • text_fish
    • June 12, 2019 at 5:19 PM

    Okay yeah you should never work off grid (I've had "snap to grid" turned on in Hammer/Worldcraft for 20ish years), it'll give you all sorts of compile errors and other problems later on. You'll need to either remake the stairs, or spend 5 or 10 minutes manually dragging each vert to its nearest grid point with the vertex tool. During the grayboxing stage it's generally worth working to a grid of about 16 units minimum but you can reduce the size (the [ and ] keys are the shortcuts you need to change grid size) for more precise shapes when needed.

  • [WiP] de_sean

    • text_fish
    • June 12, 2019 at 9:42 AM
    • Even up the height of each step so that they nolonger overlap.
    • Copy the entire staircase and paste it directly above the original.
    • Apply clip tool texture to the higher set.
    • Select the lowest of the higher set of steps and use Hammer's clipping tool [shift+x] in the x/y window to cut from one corner to its diagonal opposite.
    • In Vertex Tool mode in either the y/z or x/z window, box select the two verts at the upper front of the step and drag them straight down to meet the lower front verts, clicking accept when Hammer prompts you to merge them.
    • Rinse and repeat for the rest of the staircase.

    Shouldn't take you longer than five minutes. Good luck soldier. ?

  • de_arr

    • text_fish
    • June 11, 2019 at 1:58 PM

    I'm continuing to make good progress on my asset list, working my way up to some of the more complicated props such as a pirate statue and an ice-cream stand, both of which will test various of my skills hopefully.

    In the meantime, I started playing around with Terri's Auto Radar gizmo yesterday and it got me re-evaluating cover and some of the sightlines, so I had a fitful night of very little sleep trying not to think about it, then made some big changes when I got up this morning. Here's the current radar, with some rough timings:

    [Blocked Image: https://i.imgur.com/XG5z7hW.png]

    Can auto-radar automatically crosshatch overlapping areas somehow? I couldn't see an obvious way in the guide, but perhaps I was looking for the wrong thing.

    I've deleted a bunch of lazy blockwork in the top right corner of the map above bombsite B which is why it currently looks like a large empty expanse (it is), so redesigning that is next on my agenda layout-wise and once that's done I might be ready to pop it up on the workshop.

  • Vanquish

    • text_fish
    • June 10, 2019 at 5:15 PM

    Uhh, you might want to double-check your eligibility here, seeing as you have three previous versions of de_vanquish publicly available on your workshop. There's always a kerfuffle about the wording of the rules so you may well be fine, I dunno.


    You also like noodles a lot, which I respect.


    Oh wait, they all look like they're more recent? I'm confused.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • June 10, 2019 at 2:45 PM

    Nice kitchen, if I were your customers I would go easy on the marble though, anything with that strong a pattern should just be for accents.

  • Star Wars Jedi: Fallen Order

    • text_fish
    • June 10, 2019 at 10:43 AM

    After the Doom Eternal footage, the combat in this looks decidedly [Blocked Image: https://thumbs.gfycat.com/ThreadbareHighCaiman-size_restricted.gif].


    They've clearly taken some influences from the Jedi Knight series, so hopefully that will include great level design.

  • Mustang (formerly Everest)

    • text_fish
    • June 10, 2019 at 9:52 AM

    everestswear_Medium.mp4

  • CS Dust in UE4

    • text_fish
    • June 7, 2019 at 8:48 AM

    Love the look of it, and the various workflows (trim sheets! ?) make me very jealous. If Valve ever shift CS:GO over to Source 2 I hope they add even a handful of these sorts of features to the SDK.

    I'm guessing the scanned screenshots thing was mainly to do with showing off photogrametry, although to be honest Valve's underlying brushwork is generally so sloppy he probably would have wanted to replace it either way to start with a clean, organised canvas.

  • de_arr

    • text_fish
    • June 6, 2019 at 4:29 PM

    I done gone made my first lobster pot. It's been a while since I went down this particular rabbit-hole so I had to relearn the convoluted workflows but I feel like I'm off to a good start. Need to play with the scale a little and make a few variations so that I can stack them for light cover.

    [Blocked Image: https://i.imgur.com/G4AVegS.png]

  • de_arr

    • text_fish
    • June 6, 2019 at 2:15 PM

    It is a beautiful place! I think de_cornish is too "on the nose" for my tastes. I'm currently on the fence between de_arr and de_kernow. Arr is a fun working title though so I'll stick with it for now.

  • de_arr

    • text_fish
    • June 6, 2019 at 12:02 PM

    Thanks Jogurt and Squad!

  • de_arr

    • text_fish
    • June 6, 2019 at 11:02 AM

    Early Workflow and Brainstorming I'm throwing myself full pelt at this project with the time I've got over the summer, so that once I start my next job I'm hopefully able to fine-tune a near complete layout and assets during the weekends. I'm hoping it'll be helpful to blog my progress here, more for my own piece of mind than anyone elses interest, but feedback on anything I show is obviously welcome!

    Layout I'm using the bare bones of a layout that I've been tinkering with in private for a year or so. In that time it's changed a hell of a lot, with the exception of a mechanic whereby T's have limited oversight of lower mid and the two bombsites very early on in the round, but have to be proactive (sorry Casual servers) and sacrifice some of that oversight in order to actually plant. Some people are going to absolutely loathe it, but if there's one thing I've learned in my failed attempts to complete a CS map over the years it's that the more of those players you listen to, the more your map ends up turning in to a boring variation of Dust, and that isn't what I want to make. I'll post an overview when I have one that illustrates the concept well enough, although it's going to be tough because a lot of the lines of sight are height dependant. On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Visuals Here's an early list of assets I'm going to have to create over the next few months. It's rather intimidating when I see it down on paper, but it's also somewhat scaleable I guess.

    General Props

    • Lobster Pots (1 of 2 complete)
    • Fish Crates
    • Bundle of Nets
    • Bundle of Ropes
    • Fishing Buoy (1 of 3 complete)
    • Mooring Ropes
    • Mooring Chains
    • Mooring Hooks
    • Seaweed
    • Old Fashioned British Post Box
    • Plastic Bucket and Spades
    • Pint Glass
    • Sash Windows (4 variations)
    • Lead Windows
    • Metal Beer Keg
    • Rum Crates
    • Fish & Chip Shop Sign
    • Cornish Pasty Sign
    • Cornish Flag
    • Bunting
    • Roll Cage
    • Railings

    Hero Props

    • Pub Signs (1 of 3 complete)
    • Large Anchor
    • Pirate Statue
    • Ice Cream Stand

    Materials

    • Sand with Seashells
    • Sand with Seaweed
    • Seaweed Overlay
    • Slate Panels
    • Wooden Cladding
    • Stucco Render

    I'll endeavour to keep this list updated with any additions and strike through finished assets.

  • Mustang (formerly Everest)

    • text_fish
    • June 5, 2019 at 8:25 PM

    What a killer team!

  • Radu's mexican town [CANCELLED]

    • text_fish
    • June 5, 2019 at 8:23 PM

    Nice, I'm digging the bright colours. Hope you plan to model that yellow beetle!

  • de_arr

    • text_fish
    • June 5, 2019 at 7:42 PM

    Pirates! Pubs! The Sea! Cornwall! Somebody somewhere finds all this exotic and I happen to have a wealth of real world references not too far away, so this will be my theme.

    I will have to complete the bulk of this map by September, because that's when my next job starts and I disappear for eighteen weeks. ?


    "To Err is Human. To ARR is Pirate". - Captain Pope


    Thank you, I shall be back with a mood board all in good time.

    Edit: As promised...

    [Blocked Image: https://i.imgur.com/zX9XNMp.png]

    Good luck everybody.

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