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  3. misutow0lf

Posts by misutow0lf

  • [CS:GO] de_hierophant

    • misutow0lf
    • December 18, 2013 at 12:59 AM

    Nerve: It took me a few days to block it out. It also took about a day to sketch.

    I used Hammer for GoldSource for a year or so, and also used old school WorldCraft for Quake 2, but never made anything of consequence.

    This is my first serious map that stemmed from a sketched layout, with hopes for full competitive play.

  • [CS:GO] de_hierophant

    • misutow0lf
    • December 18, 2013 at 12:56 AM

    I think I may investigate a more urban feel for it. Either way, I'll be not worrying about theme or any detailing until the layout is 100% solid.

  • Disappearing brushes in CS:GO Hammer.

    • misutow0lf
    • December 17, 2013 at 10:45 PM

    ;)

  • [CS:GO] de_hierophant

    • misutow0lf
    • December 17, 2013 at 10:44 PM

    Thanks for the words of encouragement. I am still pondering this map's overall theme but I think Aztec would be neat.

    I was also considering something like Italy or Inferno.

  • [CS:GO] de_hierophant

    • misutow0lf
    • December 17, 2013 at 7:35 PM

    So, I decided to abandon my first layout, as it was utter garbage and I didn't see a way to really repair it.

    This is my second (read: first!) attempt at a serious CS:GO map. The theme is going to probably be Aztec-ish in appearance, with areas that are sort of like Siege (jungle-y, but more like an...installation/building of non-Aztec nature, maybe?

    Anyway, there's a bunch of screenshots here, I apologize for there being so many.


    Overview:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/overview_a3.jpg]


    Bombsite A:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/a-site.jpg]


    Bombsite B:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/b-site.jpg]


    B Route:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/t-b-route.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/terrorist-b.jpg]


    Mid:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/mid.jpg]


    A Route (Warehouse/Hallway):

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/t-a-warehouse.jpg]


    B Tunnel (Lobby, then actual Tunnel)

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/b-tunn-lobby.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/b-tunnel.jpg]


    CT Spawn to A:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/ct-a.jpg]


    CT Hallway (Choice between A, B (Double-doors), and top of mid (balcony):

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/ct-hallway.jpg]


    Mid to A:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/mid-a.jpg]


    Mid to B:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_hierophant/a3/mid-b.jpg]


    Anyway...I'm hoping to get this map playtested by the community here on Mapcore.

    I gathered 9 friends and played a full competitive match on the current iteration of this map, and their feedback was pretty positive for the most part.

    I will work on packaging the map for a playtest this evening after work, thought I'd throw these up to show you lot as well. Any criticism is welcome. I'm extremely new to the world of level design, and I would rather scrap two maps and learn more that way than work something all the way up to release that is utter garbage because I was unwilling to pick up good habits and learn things about game mechanics and balance..

  • Disappearing brushes in CS:GO Hammer.

    • misutow0lf
    • December 17, 2013 at 7:13 PM

    I just get insanely frustrated at times telling walls apart from each other when using dev textures, more than anything else. I'm getting used to it though. No worries.

  • MapCore CS:GO Playtesting 3.0

    • misutow0lf
    • December 11, 2013 at 2:07 PM

    I know this is silly, but I actually would like to withdraw my map from playtesting on Sunday. I've scrapped that map and started a new one with a new layout, because I was 150% unhappy with how the first attempt turned out. If possible, however, though...I'm hoping to get this version brushed out by Sunday so it can be playtested in de_misuto's place.

  • MapCore CS:GO Playtesting 3.0

    • misutow0lf
    • December 9, 2013 at 11:00 PM

    Yeah, I do have a thread for my map. I'm up for a playtest ASAP. My bad not mentioning when I wanted one.

  • MapCore CS:GO Playtesting 3.0

    • misutow0lf
    • December 9, 2013 at 9:19 PM

    Yeah, I agree that this map feels sort of...I dunno...mesh-y? I wish I could figure out how to do what you're suggesting, though.


    I'll take a look at it shortly.

  • MapCore CS:GO Playtesting 3.0

    • misutow0lf
    • December 9, 2013 at 5:21 PM

    I'd love to get the first alpha of de_misuto playtested. It's my first attempt at a CS map, so who knows how this will turn out. I've got a thread in the 3D forums for feedback as well, and screenshots, etc. Anyway...yeah.

    https://dl.dropboxusercontent.com/u/14110092/csg…1/de_misuto.zip


    There's the map and .nav file. Though CT bots were acting strangely...but I really don't know anything about messing with navigation yet, so...yeah.

    I also included the radar/overview, which I nearly forgot. Happy playtesting! I hope this doesn't suck tremendously.

  • [CS:GO] de_misuto (Working Title!)

    • misutow0lf
    • December 9, 2013 at 2:58 PM

    SCREENSHOTS! I still haven't playtested yet, and I might change the lighting, but here goes. Site A is on the left, B on the right.


    Overview:
    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/overview.jpg]


    T Spawn:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/t-spawn.jpg]


    Site A:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/bombsite-a.jpg]


    Site B:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/bombsite-b.jpg]


    Mid (CT view):

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/mid-ct.jpg]


    Various shots of B-Tunnel:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/b-tunnel-t.jpg]
    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/b-tunnel.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/b-tunnel-ct.jpg]


    Route to A:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/a-route.jpg]


    Route to B:

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/b-route.jpg]

  • Disappearing brushes in CS:GO Hammer.

    • misutow0lf
    • December 9, 2013 at 1:05 PM

    Those are some old drivers! 12.10s! Whee!

  • [CS:GO] de_misuto (Working Title!)

    • misutow0lf
    • December 9, 2013 at 1:47 AM

    Yeah, I did post this on Workshop recently, just trying to get as much feedback as I possibly can. I'll post some in-game shots sometime tonight or tomorrow in this thread so folks can get a good idea of how it looks.

    The structure you highlighted in white is a set of doors, similar to double-doors on CT side of dust2 that lead to mid. I could definitely add something that breaks up that red sightline that you drew in there, that definitely wasn't an intended sightline (Which would allow a sniper to definitely kill folks that are headed through that route as well as mid itself.

    Thanks for the feedback, I really appreciate it.

  • Disappearing brushes in CS:GO Hammer.

    • misutow0lf
    • December 9, 2013 at 12:43 AM

    They need to fix their stuff. That's utterly ridiculous.

  • [CS:GO] de_shotoen

    • misutow0lf
    • December 8, 2013 at 8:25 PM

    This map is gorgeous.

  • Disappearing brushes in CS:GO Hammer.

    • misutow0lf
    • December 8, 2013 at 8:08 PM

    So, does this happen to anyone else when trying to use Shaded/Textured 3D view in CS:GO hammer?

    [Blocked Image: https://dl.dropboxusercontent.com/u/14110092/csgo/tex-shaded.jpg]


    I don't really understand what the problem is. Basically, textures aren't being rendered, but the brushes remain selectable. If I use "fullbright" (non-shaded), it works fine...but that's not exactly a workaround I'm happy with. Any suggestions?

    I'm running on an AMD Radeon 7850, Windows 8 x64...newest drivers (catalyst 13.11 betas)

  • [CS:GO] de_misuto (Working Title!)

    • misutow0lf
    • December 8, 2013 at 7:55 PM

    So, I started working on my first CS:GO level design project a couple weeks ago, and I've been looking for a community to join...so I can get some playtesting and stuff done (and work on it further).

    de_misuto (name will probably change) is a small de_ map. No real theme yet, just trying to get a layout done before I worry at all about detailing anything.

    Current Overview:
    [Blocked Image: http://i.imgur.com/SCxwnx8.jpg]

    I feel that I might need to simplify the layout a bit, since feedback I got from one friend of mine included there possibly being too many routes on the map.

    Anyway, I'd love to get this thing tested, or get some advice from folks so I can continue working. I feel sort of like I'm at a standstill until I start the playtesting part of the cycle, as it were.

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