It seems most of the ones I've searched for cost money. I'm willing to purchase one if needed but I was hoping to see if there's some freeware that would suffice (like GIMP is to photoshop).
Posts by kinggambit
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Thread is primarily to vent but I'm genuinely considering finally learning UE4 after this ordeal. I'll probably just start working on other map projects... but I've never wanted to punch an arbitrary thing so much. CURSE YOU HAMMER!
but on a more serious note:1) do you guys encounter issues like this? Any efficient ways to prevent this?
2) does creating levels on other engines like UE4 a smoother/less frustrating process?
There are tons of bugs and issues that I always run into in my source mapping workflow-- but while most of them are fixable (or i had luckily updated the map's backup frequently enough to not lose much work), the past 2 projects of mine are just halted to grinding dead end.
Insurgency map Prophet. Spent ~3 months on it. Server would crash trying to change levels from my map. searched for a good month for answers (even asked the devs):
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Now my current project (another contest entry for GB winter map) auto-generates a pseduo-1kb nav file whenever I load the map (can't play it, cant generate a proper nav unless i only add 1-2 spawns, nav will just reupdate to that 1kb nav file randomly on compiles). I've tried everything (even offering $20 to anyone who might help fix the problem over on facepunch). While I've learned my lesson a while back to keep contingency back ups, i dont even know how these bugs keep happening. Somehow it affected my back up as well...
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I like to use references/stuff in real life to find inspiration and get me excited. The main project for CSGO I'm working on right now was heavily based off some of the architecture and layout of a building from my school.
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Quote from (HP)
No... that's the whole point dude! That it's NK!
It's fucking ridiculous that in 2014, we still have dictators in this little blue sphere of a planet of ours.
Completely agreed, but the way i see it, it's like trying to argue logic against a spoiled brat child; you're only going to make the kid even more brattier even though the child is 100% wrong. I think Sony is just being the bigger man at the moment.
I'm Korean American so I hear a lot of talk from family back in S. Korea; apparently folks in S. Korea were a bit pissed off that some US filmmakers were agitating the tension.
QuoteMost of us have learnt from the mistakes of our fathers, and those who havent, deserve nothing less than being ridiculed.
Eh, Kim Jong Un IMO is just some clueless kid serving as a puppet for the regime in charge. I'm sure there's advisors and generals who make the actual decisions for him.
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Hi can i have a playtest for my map on the earliest possible date? (Dec 23?) Map name: smg_xmas
Thanks!
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Is this gonna be for the GB Winter map contest? ...because if so, brb gotta give up on contest...
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Quote from SotaPoika
I noticed some TF2-ish influence in the new de_train too.
Other than the more vibrant color palette, I don't notice too much TF2 aesthetics in the map. It does feel a bit more sci-fi for CSGO's taste i guess.
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+1 for curvature! I'm all about them curves

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dun worry, lots of mapper newbiez like me here as well

I'm liking the vertical layout.
Maybe you can add some more ambiance to give the environment more of a story (I can't really tell what that area is other than some generic industrial ruins). Custom decals/textures/models maybe?
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some feedback:
I actually liked the timing for T's to get to the port (right?) side of the ship (good chokepoint engagement)-- but it felt like you have to run through a lot of empty unused space.
B is really inaccessible as T; T's are more likely to win by killing off CT's. I think its entrances could use some tweaking (for both teams)
There's lot of open space near CT spawn starboard side (left? where the shadow is); when a player tries to push that area and an enemy peaks, there's nowhere to hide.
I like that you take damage when you fall off that container (T sniper nest?), but I wouldn't mind a fun way to jump down without fall damage.
Last, just my opinion but I think spawns overall could use some trimming (just a liiittle bit). Helps with flanks and fix the long distances to get to the chokepoints i.e.
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I tried flanking as a CT through T spawn and it took way too long IMO.
Cant wait to try out the new build! I like all the platforming. Really promotes movement mechanics!
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Quote from austinweiss13
It's really disappointing to see all of this hacking happen. I like E-Sports, but people seem to lose sight of what its really about. It shouldn't be all about money or winning skins via betting. I felt E-Sports was one of the platforms with the least amount of fanboys and drama. I hope this whole mess gets sorted out soon. Selfish players doing stuff like this could potentially bring down the entire scene.
I don't want to blame skins on everything (because that's not true)-- but I think it's probably one of the biggest reasons why there's all these scandals. You have gambling and match-fixing and ddosing and all this money being pumped into tournaments from the crates/keys/stickers which puts so much pressure on players and when the temptation of undetected cheats is that tangible to pro players, you're bound to have people breaking the rules.
Obviously it's the pros' fault for cheating at the end of the day, but the cheat providers have so much more incentive to create better and better cheats for a growing market.
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Quote from El Moroes
Yep I tried at work and at home.
Nothing happens when I click on the price
Supposedly from the CSGO subreddit, there's been a hotfix update for the "SSE and SSE2..." issue. I restarted steam and SDK is fine now.
Also, congratz to all the mappers who got in the operation! How I imagine Skybex right now:
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HNNNNG. I want to make the cherry blossoms! I don't even know how to begin trying to make that..
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Quote from TheGuma
Some De_Oasis progress. Still haven't figured out how to make shadows less dark. (A.K.A Contrast)
You can use the color correction (curves and leveling) to tweak intensity of dark values: https://www.youtube.com/watch?v=KnPhtS6W6pg
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source engine 2 better have easier ways to make curved geometry. It's such a pain.
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Maybe I'm just easily impressed, but I don't see anything bad about the game so far. Like with any asymmetric game, I'm sure the devs will balance the game out. Nothing wrong with having abilities that make you feel unique and powerful.
I'm liking the clean aesthetics! I always respect the games that don't push toward the hyperrealism trend. Art direction is pretty unique.
It seems the heroes are specifically designed for attack or defense only. Nice change from TF2's classes.
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Almost done with my art pass for my spawn area for my current map. 1 area down, 9 to go!
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There's a playtest group here where you can have players test out your map:
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I always had this photo in my references for Bruges. It's so goddamn pretty that I wanted to recreate it someday!
Thought I'd share it. Maybe it can be of some use if you didn't see it yet.
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