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  3. Radix

Posts by Radix

  • de_arcade

    • Radix
    • August 25, 2015 at 12:55 PM

    Arcade

    A bomb defuse map set in a mediterranean village.

    Visual stile is similar to the official maps italy and inferno, but gameplay is a little different to most maps. I tried to make the bombsites more accessible for Ts than usual and on the other hand CT gamelay is a lot more centralized, which gives plenty of map control to a single player.

    I have already published this map last year, but I have made a couple of changes and tweaks. Unfortunately didn't get a lot of feedback. Maybe I'm a little bit late here, but I hope that this contest could give me some additional feedback.

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=320674385

  • You can now sell content through Steam Workshop

    • Radix
    • April 28, 2015 at 9:55 PM
    Quote from 3Dnj

    I'm for a donation system exclusively. TF2 stamps was a good exemple and some people just bought hundred of stamps because they were happy about new maps.


    Yeah, something like this would be a good start.

    A simple "donate" button on the workshop site would not work. You always have to give the "donators" something (additional) in return.


    Some time ago I published a couple of Portal2 maps on the workshop.

    Because these turned out to be pretty popular (all 6 maps together ~500k subscribers until now, which is pretty huge for me), I added a donate button to the workshop site of the items (because some popular mappers like CaretCaret also did, and I wanted to find out what would happen).

    Maybe my maps weren't as great as his stuff, but until now only two kind guys actually donated after ~2 years on the workshop...

    So maybe giving people some Steam reputation badges or achievements or hats or whatever for donating would make it better...


    The funny thing is, that the youtubers who just played my maps in their videos got WAY more money for these videos than I got for making the maps.

  • You can now sell content through Steam Workshop

    • Radix
    • April 25, 2015 at 10:38 PM
    Quote from 2d-chris

    IMO the publisher should validate the mod before it goes on sale.


    Yeah, that's pretty simple and effective. This would probably solve nearly all problems at once.


    All in all I think that the idea of paid mods/content is definitely right.

    It's all about how it's realized/controlled.

    I'm looking forward to see how Valve (and the community) will make this idea grow.


    Without getting money it has become pretty hard to create good and extensive content like maps, campaigns or even completely new games.

    Most games are much more complex than a couple of years ago (graphics!).

    Making a good map for CS 1.x took you maybe a month or two. A really good CS:GO map can easily take something like 1000 hours or even more. There are not many people who can do this completely for free more than once.

  • You can now sell content through Steam Workshop

    • Radix
    • April 24, 2015 at 5:20 PM

    Well, I'm not sure if this is good or bad news.

    At first I thought "having the chance to get some extra money with your hobby could be nice".

    But finally I'm afraid, that this will cause big problems...


    Even though I'm not really good at it, I love making maps. My dream was to make a (CS) map that I actually could play online. But since the matchmaking system was changed, it has become pretty impossible to find a server hosting specific custom maps. So the only real chance is to get into an operation, which is also pretty impossible for average map creators like me.


    And I'm afraid that it's getting worse, when money is added to the workshop. There will be more "professionals" releasing their content. And there will be more assholes trying to make money with their shit.

  • Insurgency (Custom Skybox Leak)

    • Radix
    • April 20, 2015 at 12:14 PM

    Well, I gave it a try immediately.

    (1024*512 resolution except the upper (1024*1024) and bottom (16*16) textures)


    Found out, that you will have to add

    $basetexturetransform "center 0 0 scale 1 2 rotate 0 translate 0 0"

    to the vmt (of ft, bk, lf and rt), if you don't want the images to be stretched vertically.

  • Insurgency (Custom Skybox Leak)

    • Radix
    • April 20, 2015 at 11:43 AM
    Quote from Squad

    Actually, you can make all of your vtf's (except for the upper one) 1024*512 or 512*256, as the bottom part will probably never be visible and this will lower filesize a bit. The bottom one can be 16*16 or something like that, since you will never see it anyway.


    Nice to know.

    Well, I stuck by Valve's recommendation here.

    Already thought about what you said, because these parts of the skybox are never visible as you said, but unfortunately didn't try it yet.

  • Insurgency (Custom Skybox Leak)

    • Radix
    • April 19, 2015 at 11:55 PM

    Your vmt seems to be correct. (You don't even need "$nofog" 1, "$nomip" 1 and $ignorez 1 to make it work afaik)

    The images you want to import should all have the same resolution. 1024x1024 should be fine.

    They should be simple files like tga or even bmp. No alpha channel needed.

    Open vtf edit and open your image via "file -> import". The vtf options can be the default settings.

    Don't forget to flag Clamp S, Clamp T, No Mipmap, (No Level Of Detail (?))

    Your 6 vmt files will be vegas_01bk.vmt, vegas_01dn.vmt, vegas_01ft.vmt, vegas_01lf.vmt, vegas_01rt.vmt and vegas_01up.vmt. The vtfs the same with .vtf ending.

    Be sure to save all the files in the correct folder and set the correct skyname in Hammer editor (vegas_01)


    Maybe post your settings in vtf edit, if it still doesn't work.

  • help me with one problem (missing textures on the levels)

    • Radix
    • April 14, 2015 at 11:03 PM
    Quote from evilcore

    I have not enough experience in this case. I Decompiled the map to see how it looks from the inside. I have never used area portal,clip, no draw, etc textures in my projects. Therefore, So it is interesting to me.


    Well, the official maps are usually not very well optimized. In some cases it's better / easier to look at some well made community maps.

    Maybe take a look at Skybex' maps, he made the .vmf files public (), so you don't even have to decompile...


    Quote from TheGuma

     

    But you don't want to make "de_mirage_night" or something like this, do you? Those maps apparently get more attention than normal custom maps, and people are even asking them to be added to an operation. Seriously? They decompile a map, change the lighting and people think they should get money for it?


    Yeah, I'm really disappointed of the community because of this...

    I don't mind if someone prefers to modify official maps than creating new maps.

    But it's pretty ridiculous that people vote "dust2 with changed lighting" to #1 and ignore / "dislike" the really good maps.

  • help me with one problem (missing textures on the levels)

    • Radix
    • April 13, 2015 at 9:21 AM
    Quote from evilcore

    I decompiled the map de_mirage


    But you don't want to make "de_mirage_night" or something like that, do you?

  • [CS:GO] Bushes casting wierd shadows.

    • Radix
    • April 11, 2015 at 11:43 PM
    Quote from Pawl

    LOL, im stupid.. Thank you!

    No, you aren't.

    Shadows in Source Engine are a little bit "special".

    So asking for help is probably better than learning it the hard way (like I did and still do)...

  • [CS:GO] Bushes casting wierd shadows.

    • Radix
    • April 11, 2015 at 11:31 PM

    Disable Shadows -> Yes

  • cs_estate

    • Radix
    • April 2, 2015 at 11:13 PM

    First of all I really like the looks. With some tweaking this will be a even better.


    Quote from logo

    Having this strange problem with plants :/


    I used to "Disable Shadows" in the models' properties when plants cast unrealistic shadows (this only disables the lightmap shadow).

    The small plants (your second screenshot) often look better when you set "Ignore Surface Normal" to "Yes".

    Maybe give this a try.

  • CounterStrike - Clipping Texture

    • Radix
    • February 11, 2015 at 1:20 PM

    It's probably just this:


    Quote from will2k

    They are the same in Counter-Strike with the added benefit of clip in preventing the nav meshes from overflowing outside the clip brushes.


    For this reason, use only clip brushes (unless you want to manually delete nav areas from the non playable area when using player clips)


    Or maybe it just doesn't work as intended...

    That's what I found out:


    [Blocked Image: http://i.imgur.com/Klf61sc.jpg]


    Well, humans=chickens>bots


    [Blocked Image: http://funny-pics.co/wp-content/uploads/Chicken-Crest.jpg]

  • Designed for Danger - Portal 2 Campaign

    • Radix
    • February 9, 2015 at 12:49 PM

    It's pretty confusing to see that nowadays people prefer to watch others playing (even if those can't play at all) instead of playing themselves...


    Well, there are probably more youtube videos of my "Gelocity" maps (Portal 2) than there are players who have actually downloaded the maps... lol

  • St. Mary [CS:GO]

    • Radix
    • February 9, 2015 at 11:29 AM

    Amazing map!

    Looks really good, and there are a lot of original and outstanding gameplay ideas.


    But there are a couple of things that should be fixed/reworked, I think

    - You can see many props disappearing (fade distance too low)

    - Most players prefer (diagonally) clipped stairs, maybe change this?

    - Didn't play the map yet, but there are probably too many hiding spots at bombsite A (?)


    All in all really good so far, definitely a map that should be included in a future operation imo.

  • [CS:GO]de_zoo

    • Radix
    • February 4, 2015 at 10:13 AM

    Well I like the idea, it just needs a little bit of optimization, I think.


    At first sight you don't recognize that the red signs are important (and point to the bomb sites).

    Maybe you should make them bigger and more noticeable. (I don't know if this would still look good)

    And I think you should make the pole a littler wider, as the others already said.

  • De_Oasis (WIP name)

    • Radix
    • February 3, 2015 at 8:36 PM

    I like the combination of classic and modern buildings. It looks real and interesting.


    But I would modify the color composition a little. On the pictures it looks a little too grey (especially compared to your reference picture). Try to get the colors a bit warmer. Particularly the sky texture should be more "blue" in my opinion.

    But all in all it looks really promising. Architecture/geometry is pretty good so far.

  • What I'm Working On

    • Radix
    • January 29, 2015 at 5:57 PM

    Looks pretty nice so far!


    But what happened to the other map you were working on (de_grace)?

    Discontinued/paused/nearly finished?

  • Counter-Strike: Global Offensive

    • Radix
    • November 9, 2014 at 4:01 PM

    I'm a little confused.

    More than a month and still no new operation. Will there be another operation at all? Or wmaybe something different?


    Also wondering why it's currently so hard to play community maps: Apparently you can only create a lokal server or connect via direct IP (?)

  • [CS:GO] Arcade

    • Radix
    • October 4, 2014 at 1:44 PM

    Yeah, thought about changing the name because most people don't know the original (?) meaning of this word anymore, but finally decided to keep it.

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