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  3. NoahHasAnIDE

Posts by NoahHasAnIDE

  • Need some help with a radar

    • NoahHasAnIDE
    • July 18, 2014 at 2:41 AM
    Quote from will2k

    The standard resolution to take the overview screenshot is 1280x1024 (4:3 aspect ratio).


    In your case, and since you are limited by your laptop screen of max resolution 1366x768 (16:9), the easiest solution is to set your resolution to 1024x768 (4:3), then set cl_leveloverviewmarker 768 (instead of 1024).


    Once you reach the editing phase in Photoshop/Gimp, crop your image to 768x768 instead of 1024x1024 and you should be set.


    Alternatively send your map to one of your mates who has a bigger screen and let him do the hard work.


    Good luck

    Display More

    I tried this and the layout was off center. I'm gonna try to get someone with a large monitor to help me out with this. Anyone on here interested in helping out a mate?


    Quote from shawnolson

    Just for info: If you are building your level in 3ds Max with Wall Worm, there is a native function to render your level overview and make the text file all at once. It is under Wall Worm > Wall Worm Materials > Export Overview Texture. It creates overviews and radars, as well as TGA files (and a function to compile the TGA to VTF if not using DDS).


    More info here: Overview Exporter.


    This is for people like me who have always felt like the steps for making an overview have always been overly complicated.

    Is there a way to import a Hammer file into this editor just so I can make the overview, then use hammer for everything else? If so, you're a lifesaver!

  • [CS:GO] de_<unnamed> (WIP)

    • NoahHasAnIDE
    • July 18, 2014 at 2:38 AM

    Looks very nice. Hope to see this completed, and I highly recommend playtesting it on the MapCore server (if that's still around) before doing a lot of detailing, as it's easier to make adjustments (such as layout changes and cover placement) with simple dev textures than with a lot of props and small brushes.

  • Need some help with a radar

    • NoahHasAnIDE
    • July 15, 2014 at 9:37 PM
    Quote from El_Exodus

    You should add the game, you're talking about, next time.

    But i think you're talking about CS:GO. Please post the description .txt file you made for the radar.dds file. Maybe there is a mistake inside of it.

    Whoops. But it is csgo. I'll try what cashed said and if it doesn't work I'll post the .txt file.

  • Need some help with a radar

    • NoahHasAnIDE
    • July 15, 2014 at 6:11 PM

    After finishing a very early alpha version of my WIP map (I'll make a thread for that later once I fix this) I seem to have come across a radar issue. It's never aligned correctly, and I'm following the tutorials insanely accurately. I couldn't turn my resolution to 1280x1080 or whatever it was, because my monitor doesn't support it. Thought the tutorial said to just use cl_leveloverviewmarker 768 if I couldn't use that resolution (my resolution is 1366x768). Any suggestions?

  • MapCore CS:GO Playtesting 3.0

    • NoahHasAnIDE
    • March 10, 2014 at 7:00 PM

    Does the map have to be fully textured and look all pretty for it to be tested?

  • [CS:GO] Map Plan of de_metro

    • NoahHasAnIDE
    • February 23, 2014 at 8:08 PM
    Quote from MrTwoVideoCards

    Based on the drawing you did it looks like a pretty simplified Dust2. Not that it's a bad thing, but did you intend on drawing that?


    I did take some inspiration from dust2, yes. Though, I did edit it a bit when I blocked it out in hammer, more rooms and less tunnels. But yes, since dust2 is certainly the most played (and maybe even the best) map in CS right now, I took a lot of inspiration from it.

  • [CS:GO] de_guard wip

    • NoahHasAnIDE
    • February 23, 2014 at 3:54 PM

    One thing I like about the map is the atmosphere. Like de_inferno before raining. Never seen that before, good job on that!


    Anyway, from my limited knowledge on map design, looks pretty good layout wise. I'm looking forward to playing this.

  • [CS:GO] Map Plan of de_metro

    • NoahHasAnIDE
    • February 23, 2014 at 3:49 PM
    Quote from Psy

    Dammit. You stole my map idea!


    But, yeah, like Puddy said, block it out and see how it feels.


    Hahaha! Also, you work at Jagex? You took my childhood

  • CS:GO Stickers

    • NoahHasAnIDE
    • February 23, 2014 at 12:49 AM

    One thing I hope someone makes is stickers for all the pro teams (NiP, Fnatic, Titan, etc) so people could both show off teams to people who don't follow e-sports but play the game, and would make you're gun look cool.

  • [CS:GO] Map Plan of de_metro

    • NoahHasAnIDE
    • February 23, 2014 at 12:45 AM
    Quote from Veeblur

    Some points you may want to take into consideration:


    You have four rooms connected by tunnels. Maybe expand the center connector?


    The middle of B site (where the "B" is) is exposed to sight lines coming from three directions.


    Keep at it!

    Display More


    Before I reply, I'd just like to thank who replied. This is better than my last map I made (lots of issues there).


    Anyway, I'm going to expand that center area (where the 4 way intersection is) into an actual room instead of an intersection. Also, the sightlines, I never considered that. I'm going to re-adjust some of the tunnels to try to make it 2 sight lines. Or maybe put a big piece of cover in front of the intersection, so they would actually have to enter the bombsite to kill anyone.


    Quote from Puddy

    Yo. Looks like a basic foundation for a map but... you should probably make a proper blockout. Before you do all the lighting and props.


    Yeah, a tutorial I watched said that I should make a wallless map in Hammer, test out the timings of who gets where and when, and adjust the layout accordingly. Currently I've had issues with the size of the model in comparison to the Hammer blocks, but I'm working on it!


    Thanks for the comments, by the way!

  • [CS:GO] Map Plan of de_metro

    • NoahHasAnIDE
    • February 22, 2014 at 9:47 PM

    After playing CS:GO a few months, studying the pacing, the timings, etc etc, I decided to try my hand at map making, since I've always had an interest in it, regardless of my (no) successes. Anyway, here is a nice little drawing I made of the map.


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


    Not the neatest, but this is a very early version of the map design.


    I'm trying to go for a metro/subway look (hence the name, de_metro). I've downloaded some reference pictures, and I'm going to make mid a decommissioned subway tunnel with lots of rubble and cover, but kinda tight spaces, making for some interesting firefights. The T spawn to B route is going to be the actual railway, making it kinda like banana on Inferno, but a bit more viable for an AWPer to use. T spawn to A is going to a walkway to another place where you would board a train, in which bombsite A is that boarding area, with a train in the middle of it. CT spawn is basically a lobby going down some stairs into the subway station.


    Anyway, so I've just starting making a top-down in Hammer (just to test some timings for both teams). I really want to get some solid feedback before I start to really construct the map and all of it's props, lighting, etc. So, comment below!

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