Posts by poLemin
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Already fixed, thank you for noticing!
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After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885
There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too
I'll leave you with some screenshots.[Blocked Image: https://i.imgur.com/8gbimVS.jpg]
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And some more:
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Thanks for the input! That's great
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Can you feel the crunch?!

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Took a break from the current contest and dug this one up again after exactly 2 years. Changed some covers around the Bomb sites, adjusted timings for mid and updated lighting and radar
https://steamcommunity.com/sharedfiles/fi…/?id=1217276839
Now back to work on the contest map!

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Slowly starting to art this baby up - Still figuring out the style that I want to go with and am comfortable with in order to finish the map in time ?
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More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885
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After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress:
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Cheers
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Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885 - Feedback is highly appreciated! Let me know what you think. I hope to have time to schedule a playtest soon. Might make some few changes according to initial feedback first tho.
For now I'll leave you with some more recent screenshots:
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Long time no see! I finally got around to slap somewhat of a layout together, after not having my PC equipment due to moving country.
I wanted to keep the layout easy to read and learn, while at the same time, adding a few unique twists to it. Mid control should offer both teams with valuable information and options to attack/defend. I am still fiddling around with some of the timings, but I hope to upload the map to the workshop and have a playtest soon. For now, I leave you with some screenshots from the current state.
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I did not really accomplish the goals I set for 2018. I got distracted a lot by helping other people with their needs and problems, so for 2019, my goal is to focus on my own development again. I didn't really move much in 2018. Time to get going again!
> Get maps finished for Classic Offensive > Practice working with Maya and Substance Designer > Re-Do/Update my portfolio > Get married
Happy New Year everybody!
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Quote from grapen
1 hour ago, grapen said: No half measures this time, please. Let’s keep it simple. VMF’s, even grayboxes should be fresh as of the contest announcement. Everyone can join so long as they’re not a judge. Six months deadline, no delays what so ever.
Ugh yes - Please no delays/shifting deadlines. They almost killed me twice. Yes, I got a better product in the end, but I felt punished for planning/managing my time accordingly and it was way more stressful. Especially when there is a surprising shift which extends the contest into christmas holiday time.
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Quote from Serialmapper
13 hours ago, Serialmapper said: In CS:GO i have a simple custom water material derived from a default one, however i want that my material to be able to reflect the sun sprite from the sky as i would see in nature. My settings for the reflection parameters are below. Is source engine capable of what i want? and if so what are the proper settings/parameters to enable that? the env_sun it's an entity but "$reflectentities" 1 doesn't seem to work for it.
// Reflection $realtimereflection 1 "$reflecttexture" "_rt_WaterReflection" "$reflecttint" "{ 170 170 170}" "$reflectentities" 1 $reflect2dskybox 1 "$reflectamount" "0.9"
I cannot tell with certainty if what you want is actually doable, but if you look at Canals, you'll see that Valve painted the sun into the 2d skybox and have a more detailed sprite in front of it. That way, the sun is somewhat reflected in the water.
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I like the idea of the window and seperating the bridge approach from the actual site. I get some very nice de_contra vibes there! Love it.
Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif. Great progress guys! Hope you'll release the next version soon. Eager to check it and take part in another playtes!
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Quote from MikeGon
51 minutes ago, MikeGon said: Wow I didn't know that groups could have an impact on performance- I though it was only an editor tool... With this info I can now optimize a lot of stuff across the map- Thank you!!
Groups do not have an impact. What @ElectroSheep probably suggested is to tie several brushes into one func_detail. func_detail, like most brush entities, can consist of several brushes. So select for example all trims around a certain building, hit CTRL+T and tie them to one func_detail. If you want to manipulate single pieces of it later on, use the ignore group function (the "ig" button on top), to be able to select them individually.
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I don't know if it's a typo or if you acutally approached it incorrectly, but you might want to lower the Lightmap scale of such surfaces. Try values of 4 or 2 for such thin brushes. This should not be done for large brushes where only a tiny part is visible to the player tho.
My general advice however would be to replace some of these detailed brushes with trim or frame models. Especially, since you are scratching the brush limit already. BSP based detailing should not be a thing anymore. At least not of this magnitude.
For the "larger" surfaces like the downside of the roof, I would suggest splitting the brushes accordingly and adjust the lightmap scale if necessary.
Hope that helps!