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  3. NoahHasAnIDE

Posts by NoahHasAnIDE

  • What I'm Working On

    • NoahHasAnIDE
    • July 28, 2014 at 11:15 PM
    Quote from FMPONE

    I see from T-Spawn to vents is the old version rather than Ted's version.What made you choose this over Ted's rendition?

    It's an older radar I googled, is all.

    I see! Are you keeping teds changes then? I liked them.

  • What I'm Working On

    • NoahHasAnIDE
    • July 28, 2014 at 2:43 PM
    Quote from FMPONE

    Here's a visual progress report of DE_SEASON:


    -snip-


    There won't be any more media until release time, but hopefully this gives you an idea of where we stand as of now.


    I see from T-Spawn to vents is the old version rather than Ted's version.What made you choose this over Ted's rendition?

  • [CS:GO] de_<unnamed> (WIP)

    • NoahHasAnIDE
    • July 24, 2014 at 3:33 PM
    Quote from Spherix

    Only a year older than me and he's miles better than me. Obv a genius.


    Your profile says you are 13

    Generous rounding.

  • [CS:GO] de_<unnamed> (WIP)

    • NoahHasAnIDE
    • July 24, 2014 at 1:29 PM
    Quote from Spherix

    You're 15 years old and rockin this stuff . Keep it up!

    Only a year older than me and he's miles better than me. Obv a genius.

  • [CS:GO] de_<unnamed> (WIP)

    • NoahHasAnIDE
    • July 23, 2014 at 3:51 PM
    Quote from El_Exodus

    I'm impressed how you're able to do this level of detail at such an early stage of the map. Detailing is the part which knocks me down everytime i start Hammer. :/

    Maybe he's a clone of FMPONE.

  • [CS:GO] de_<unnamed> (WIP)

    • NoahHasAnIDE
    • July 23, 2014 at 3:18 PM

    Looks really nice. Making a map CT sided isn't bad, just look at nuke, and it's praised as being competitively viable. Now that is for several reasons I need not get into, but regardless, I can't wait to play this map after it's release!

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 23, 2014 at 12:22 AM
    Quote from El_Exodus

    The name might be bad - it already exists:

    http://steamcommunity.com/sharedfiles/fi…s/?id=269241640

    I'll think of another name I guess.

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 22, 2014 at 7:25 PM

    Update: I am redesigning some of the layout of the map to have smaller sightlines. I will post a new layout once I finish it up. I am also going to add some more cover and open up some tight hallways. I am trying to get a playtest, but RZL hasn't responded in a while. I am also changing the name from de_soviet to de_nitro and changing the theme to an industrial theme, such as Season. Much easier to find some reference photos for that.

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 21, 2014 at 12:31 AM
    Quote from Mr. Freakshow

    At the risk of sounding rude, a lot of the connectors and corridors seem to be a little flat and bland, even by orangeboxing standards - is this something you plan on clearing up after playtesting? I can imagine that this map will be strongly favoured towards snipers otherwise with such little cover in these connecting areas. The design for individual arenas like mid and the bombsites is nice though, it just feels like the connectors need a little more thinking through. Can't wait to see how this pans out anyway, good luck!

    I assure you that I am going to redesign some portions based on playtesting. I think I am going to divide the corridors into smaller portions and definitely make them more interesting. I actually might change the maps theme because the theme I chose has very little reference photos. Maybe something inferno/bagra type, since textures like those already exist.

  • Mapcore Challenge - Engine Preference

    • NoahHasAnIDE
    • July 20, 2014 at 4:12 AM

    Since UE4 is a monthly payment, i think maybe a challenge allowing the use of both engines would be great.

    Quote from FMPONE

    What if we encouraged people to stream their work so others could observe and learn? Maybe it could coincide with the streaming functionality to be added to Mapcore soonI've been thinking about streaming me mapping. I don't use unreal (yet), but I think it allows for feedback as your making the map, and generates publicity for newcomers (like myself). Cool for playtesting, just invite people watching the stream.

  • Mapcore Challenge - Engine Preference

    • NoahHasAnIDE
    • July 19, 2014 at 5:33 PM

    I have to vote source because that's all my laptop can really handle. Also because it's what I'm most familiar with. Thought I want to branch out, are the level editors any more complicated than hammer?

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 19, 2014 at 2:49 PM
    Quote from gotcha

    You should be more precise with your brushwork.

    Almost every border of your brushes has a different height and there are lots of ledges.

    I'm sure you will fix this in the further process, but if you're doing it right from the beginning, you'll have less work in the end.

    Is the small way on the left of the overview going to be something like vents? Small hallways like this don't give a high possibilty for the player to cover from attacks. You may take a look at this in the playtest.

    Thanks for the feedback. Yeah, a lot of the brushes were done by a friend of mine (inexperienced). Then I took over doing the map myself, and the brushes were a lot worse in the beginning, so I touched them up. If something is absolutely gamebreaking, I will fix it up, but once detailing rolls around I will probably scrap a lot of these brushes anyway

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 19, 2014 at 1:57 AM
    Quote from (HP)

    What I mean is, ALWAYS use characters in your environment for scale ref, specially when you're starting out. Trust me on this one.

    I'll be sure to keep that in mind once I make a revision. The layout is prob going to change a lot, so next layout I post will have that.

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 19, 2014 at 1:11 AM
    Quote from (HP)

    What's the scale of that? At least put a character in there so we know?

    Sorry. The album shows the scale pretty well. I'll make a video walking around it once I get back on my comp.

  • MapCore CS:GO Playtesting 4.0

    • NoahHasAnIDE
    • July 18, 2014 at 11:09 PM

    Can you make a playtest for de_soviet_alpha?


    Any time is good, though I prefer afternoon in EST, so around 3pm, which is your default time.


    I'll PM you later on with the map files and stuff. Thanks!

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 18, 2014 at 10:19 PM
    Quote from LATTEH

    Hard to tell, but it looks like there is a lot of really long sight lines. (just judging by the size of the crates)

    It looks that way, but it really isn't in my opinion. I guess playtesting will tell. Middle might have some long sightlines, but everything else is pretty good in terms of sightlines.

  • [CS:GO] de_Nitro_alpha

    • NoahHasAnIDE
    • July 18, 2014 at 5:29 PM

    The name is derived from my setting, in an abandoned military base in Siberia. It's in it's very early stages and without any detail whatsoever. I finally got the radar to work (thanks guys!) and it's ready for playtesting! Is the playtesting server still up and running? Here is an album of images:


    http://imgur.com/a/D0Ysz#0


    I decided not to imbed them all since there are a lot of them.


    Here is an overview:


    [Blocked Image: http://i.imgur.com/ErWDt9u.jpg]


    This is an early alpha, so post feedback!

  • Need some help with a radar

    • NoahHasAnIDE
    • July 18, 2014 at 4:05 PM
    Quote from shawnolson
    Quote from will2k

    Every time I read one of your posts, I get tempted more and more to start learning 3DS max to be able to use WWMT

    Wish I had more free time


    Thanks for all your efforts to bring an alternative to Hammer.


    NoahHasAnIDE Yes, you can... but in my opinion, that in itself would be more of a hassle than just doing it the old fashioned way. Not because getting it all into Max is necessarily bad/hard, but installing, setting up, importing your materials into a Max-ready format, etc... would take far more time than just making one the traditional way. I have a million reasons why I think you should use Max instead of Hammer... but I'm hard pressed to justify using Max/Wall Worm just to get an overview/radar texture. It would kind of be like setting up NASA and the Jet Propulsion Lab to help you fix a flat tire on a bike


    will2k Reading that makes me happy. I have dealt with so many strongly opinionated criticisms about my sanity on turning my back on Hammer. By the time I really understood Source, I had already been dreaming of using Max. My luxury is that I always wanted it, already know Max, and have the benefit of knowing how WW works. I'm pretty sure if I could just transfer what is in my brain to the community, 99% of everyone would also abandon Hammer.

    Good news! I have fixed the radar. And I will learn how to use max once my new computer comes in and i can actually run the software.

  • Need some help with a radar

    • NoahHasAnIDE
    • July 18, 2014 at 2:59 PM

    I will try what you said will2k. Unfortunately 3dsmax won't install for me, probably because my laptop isn't supported. Too bad too, since I can get a free student copy.

  • Need some help with a radar

    • NoahHasAnIDE
    • July 18, 2014 at 4:16 AM
    Code
    // HLTV overview description file for de_unnamed_v1.bsp
    "de_unnamed_v1"
    {
    	"material"	"overviews/de_unnamed_v1_radar"	// texture file
    	"pos_x"		"739"				// X coordinate
    	"pos_y"		"-921"				// Y coordinate
    	"scale"		"4.50" 				
    	"rotate"	"0"			
    	"zoom"		"1.3"				
    }
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