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Posts by text_fish

  • Exotic Places CS:GO Mapping Contest 2019

    • text_fish
    • June 5, 2019 at 7:32 PM

    Woohoo, another contest to enter and then not have time to complete my map! ? In all seriousness though, thanks for organising this, and good luck to all participants.

    I have an annoying question about the theme though, because I find it a bit vague and there are 25 points at stake! Whose definition of "exotic" are we aiming to satisfy? As far as my understanding of the word goes, exotic basically just means "foreign", and we're all foreigners somewhere. I see at least two fellow Brits on the expert panel who might have a wildly different idea of what constitutes Exotic than a judge who lives in the Galapagos or Switzerland.

  • decal to not decal (CS:GO Sdk tools)

    • text_fish
    • June 3, 2019 at 9:53 PM

    Do you mean you're trying to use a decal as a normal texture? ?

  • Length of Mid (in cs go units) of Cs go maps

    • text_fish
    • May 31, 2019 at 10:04 AM

    Erm. They're all different lengths and shapes... hence different maps.

  • Level Design Help Files

    • text_fish
    • May 19, 2019 at 6:50 PM

    Thanks both. Good to know I'm not the only one who's experienced this, and that's a neat little workaround in the short term Serial!

  • Level Design Help Files

    • text_fish
    • May 19, 2019 at 10:28 AM

    I'm sure there's some sort of simple explanation, but it's alluding me. Anybody had this problem before? Please tell me I've just accidentally turned on a weird setting that I never knew about? ?

    I'm using the transform tool in Hammer to try and rotate brushes and for some reason it rotates the brush in all axis' rather than just the selected axis. It's not the end of the world, but it's quite annoying whilst I'm just trying to block out a quick test layout.

    weirdrotation.mp4

  • Rage 2

    • text_fish
    • May 15, 2019 at 4:44 PM

    Rage sells.


    Baddumtish?

  • Rage 2

    • text_fish
    • May 10, 2019 at 2:59 PM

    Wow, it's like they saw Deadpool and said "OK! We need to employ a cheap version of whoever wrote that!" and then the cheap writer basically wrote down every joke from Deadpool and found an awkward way to shoehorn them all in to a Rage trailer.

  • E3 2019

    • text_fish
    • May 7, 2019 at 6:19 PM

    I'd like:

    AoE 4 stuff.

    A Quake 1 reboot from ID.

    A new Dark Forces/Jedi Knight game with Kyle Katarn.

    And HL3 and L4D3 will obviously be revealed, but we all knew that already.

  • Collision mesh for source models in blender

    • text_fish
    • May 6, 2019 at 12:09 PM

    Why not just stick with Wallworm if it works better? ?

  • WIP in WIP, post your level screenshots!

    • text_fish
    • April 30, 2019 at 6:10 PM

    Taking criticism well is an art-form in itself. Unless the critic is downright rude/offensive, it's generally intended to be helpful regardless of whether it comes with constructive suggestions or not, and should be responded to with thanks rather than defensiveness. Afterall, you can recognise that something is bad without necessarily knowing how to fix it, and in those cases staying silent about it definitely isn't going to help.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • April 28, 2019 at 3:19 PM
    Quote from blackdog

    1 hour ago, blackdog said: It has already been pointed out but doesn’t look much in tone with 20s advertising. I guess you can get away with the cartoon illustration, but the palette seems way off, don’t recall ever seeing that aqua colour in that sort of stuff, was always quite warm palettes even whites as off-whites like ivory/magnolia. Not an expert but that’s what I remember.

    The other big part of selling such an idea would be font choice, which are quite off atm.

    in fact you could deffo sell this poster idea without illustrations and just the right combo of colour and font.

    Also the brand should be the most noticeable wording on there, but is yellow, almost invisible compared to the rest.

    Finally I think the aspect ratio is not ideal, I would think stuff from that era would be mostly 2:3, any standard paper size. In Day of Defeat there weren’t weird sized poster for eg.

    And after you've followed the above advice, you need to apply some overlays and filters to make it look like a physical poster instead of a flat graphic. As a minimum, it needs some sort of paper grain, but to really sell it you should add wrinkles and folds, and maybe a few different versions with torn or folded corners revealing old posters beneath.

  • [CS:GO] dz_junglety (Danger Zone)

    • text_fish
    • April 14, 2019 at 8:50 PM

    Great theme, and it's good to see people mapping for Dangerzone!

    To be honest I watched the trailer at double speed because ain't nobody got time to watch 3 minutes of trees and grass set to that saccharine soundtrack. If the seagull sound is part of the ingame soundscape, I would suggest lowering the volume considerably because that's going to block important gameplay sounds. You may also need to diversify a bit more between areas of the map so that players always have a quick point of reference to figure out where they are.


    All in all, liking what I see so far.

  • Star Wars Jedi: Fallen Order

    • text_fish
    • April 14, 2019 at 7:17 PM

    The teaser doesn't fill me with hope, simply because they seem to be trading off of the IP and the fact that it's single-player. One would assume if there were any exciting gameplay features they would want to make a big deal about those too?

  • [CS-GO] Making a FPS version of popular maps

    • text_fish
    • April 6, 2019 at 8:34 PM

    Sounds like you need to upgrade your PC mate.

  • [CS:GO] de_aldebaran [WIP]

    • text_fish
    • January 29, 2019 at 10:31 PM

    I really liked the splashes of red brick, as if the ancient architecture has been unsympathetically repaired. Careful to be sparing with it though, as I think it's overused in the interior shot (3 up from bottom).

    What would really help is if you sculpt the rocks with a bit more detail. Right now they look like you just called it a day after subdividing them, which makes them all look a bit bubbly.

  • awp_natural [CS:GO]

    • text_fish
    • December 26, 2018 at 5:53 PM

    Looks nice. I'd like to play arms race on it.

  • [CS:GO][Wingman] De_Quaint

    • text_fish
    • December 18, 2018 at 6:39 PM

    Wow, there are some terrible drivers in that village! ?

    I can't run around in the level at the moment so I'm just going by the screenshots which all seem to be taken from an oddly high vantage point, but I'd say it seems visually a little cluttered. I think this is a problem with your thematic rather than your use of props. There's just too many stories going on, what with the crashed cars, the beached boat, the broken bridge, etc. The 3D skybox is very stark by contrast, and also looks like Italian hills whilst the level itself looks more like an English or French village.

  • [decompiled] dz_blacksite | dz_sirocco

    • text_fish
    • December 15, 2018 at 11:32 AM

    Would it be possible to use this new detail sprite system on a vertical plane to make ivy on a wall, or will the masks only allow for horizontal(ish) detail?

  • Counter-Strike: Global Offensive

    • text_fish
    • December 9, 2018 at 1:34 PM

    I was thinking about a city map as well, where every skyscraper would have an additional parachute on the roof for those who land there, whilst at ground level you have 2-3 storeys accessible in some buildings. The only problem I can think with that and the Venice idea is that if you sacrifice horizontal play area for vertical play area (which you would probably need to with only 16 players) it might cause bottle-necking at the beginning of the match when everyone has to be able to select a drop point.

    A desert theme might be cool, you could even throw a few classic dust elements in to areas of it, and have a large expanse of undulating dunes right in the middle so near the endgame players have to use natural elevation to their advantage.

  • [decompiled] dz_blacksite | dz_sirocco

    • text_fish
    • December 7, 2018 at 9:09 AM

    Thanks T-Rexer.

    For those who had the first same question as me: 20608 x 20608

    It appears optimisation mostly comes down to a shit load of horizontal hint brushes?

    Unsurprisingly, in game the environment is a lot less detailed (at least on the small scale) than other recent maps such as Dust2 and Nuke. A lot of the interiors are CS:S quality.

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