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  3. Radix

Posts by Radix

  • What I'm Working On

    • Radix
    • November 24, 2018 at 12:15 AM

    Managed to play a few matches on subzero. It's a pretty crazy map. I like it. :)

    Some little findings:

    - small gap here:

    [Blocked Image: https://i.imgur.com/u5msIag.jpg]

    - another one:

    [Blocked Image: https://i.imgur.com/jJJfgO6.jpg]

    - got stuck here once. Maybe tweak clipping there?

    [Blocked Image: https://i.imgur.com/J0nHBsr.jpg]

  • [CS:GO] de_village

    • Radix
    • November 23, 2018 at 3:53 PM

    Looks promising so far! But there are a couple of things you should change in my opinion:

    - Gameplay looks really interesting. Some pretty cool angles, routes etc. But maybe it's too complex already. Don't add more routes. Try to simplify by removing what you don't need.

    - Some very high shooting ranges (e.g. I1 to L15 on your overview)

    - The ground has pretty much the same height level everywhere (except some ramps, bridges etc.). This makes the map look unrealistic. Add some slight height variation to make it look less flat. Preferably with displacements.

    - There are many 90° angles (overview!). This looks too constructed imo and the player also has to check many corners. Try to add more diagonals. Catfood's de_ruby is a good example on how to do it right (https://steamcommunity.com/sharedfiles/filedetails/?id=1364646330&searchtext=ruby). But this requires some decent knowledge about the Source engine (func_instances, func_detail, VVIS, ...). Don't know how familiar you are with it already.

    - Some areas/routes are too narrow in my opinion. For example where there are the log piles and pillars on screenshot 1

    But all in all I like it. :) Keep it up!

  • CSGO - Questions about custom loading screen

    • Radix
    • November 17, 2018 at 7:13 PM
    Quote from MikeGon

    On 11/13/2018 at 1:47 AM, MikeGon said: How come my loading screen background image has stopped displaying since the Panorama update? (Both on my machine and other's machines)

    Do you have a loading screen image (named "yourmapname.jpg") in your csgo/maps folder? Eventually CS:GO used the workshop thumbnail ("preview image") as loading screen image before and now you need a separate image(?)

    Just guessing, didn't test anything...

  • Level Design Help Files

    • Radix
    • October 31, 2018 at 12:53 PM
    Quote from Radix

    On 8/3/2018 at 1:38 PM, Radix said: It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in new official CS:GO maps (especially de_nuke) to improve performance significantly.

    So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine

    Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know.

    Did anyone manage to make use of this feature already?

    I'm currently trying to make it work, but no success yet...

  • Counter-Strike: Global Offensive

    • Radix
    • October 15, 2018 at 2:20 PM

    Nice retake @blackdog!

    I'm still surprised how well the map is doing after all. Even though it's pretty different to the other competitive maps, many people seem to enjoy de_austria. But I'm lucky that it didn't replace a more popular map than canals. ? So pretty much no hate going on. No death threats. Nothing. ?

    It's also pretty funny to watch all those youtube guides that tell me how I should play my own map so that I don't get destroyed completely anymore. I'm getting better slowly... ?

  • Level Design Help Files

    • Radix
    • August 3, 2018 at 12:38 PM

    Probably I'm the last person to know this but afaik no one shared this so far:

    It seems like CS:GO community mappers can now use the static prop combine ("autocombine") feature which is used in new official CS:GO maps (especially de_nuke) to improve performance significantly.

    So we have a guide how to use this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine

    Not as easy as I hoped, because we will need the source files of every model (*.qc etc.). But still good to know.

  • What I'm Working On

    • Radix
    • July 18, 2018 at 1:23 PM

    1. Player models are missing! -> Walking errors atm

    2. Do we have a template for the new radar background somewhere? Or did you make it yourself?

  • 2018 FIFA World Cup

    • Radix
    • June 27, 2018 at 6:47 PM

    Doesn't really surprise me... ?

    Quote from Radix

    On 6/19/2018 at 10:19 PM, Radix said: Germany dropping out in group stage.

    The German team had serious problems with defensive teams, because they don't really have good strikers or someone who can win offensive 1v1.

    In general it's the tournament of the defensive teams so far. Most goals are penalties or other dead-ball goals. Don't really enjoy this tbh...

  • 2018 FIFA World Cup

    • Radix
    • June 19, 2018 at 9:19 PM

    Interesting tournament so far. I think Belgium can win the trophy. They have the best players and a working team while most of the favorites had a disappointing start.

    But scripting is pretty obvious. ?

    I mean: Italy and Netherlands missing. Russia always wins. Germany dropping out in group stage. Ronaldo being even more overpowered than in FIFA 18. Come on, this is ridiculous! ?

  • WIP in WIP, post your level screenshots!

    • Radix
    • June 1, 2018 at 2:47 PM
    Quote from Oskmos

    On 5/29/2018 at 11:37 PM, Oskmos said:

    A pity that an atmospheric lighting like this is impossible in CSGO because it would be literally unplayable. But I'm sure you will find a good compromise.

    Still looks pretty cool now, even though it suffers a lot from the stupid lighting bug that Valve refuses to fix for more than a year now (influence of local lights (light_spot) on props is too strong since ~march '17, makes them appear too bright). (-> snow pile props too red/bright)

    Anyway - looking forward to play this. :)

  • Battlefield V

    • Radix
    • May 23, 2018 at 9:57 PM

    Intense first trailer of the upcoming Battlefield V:

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    - WW2 setting

    - scheduled release date: October 2018

    - more information here: https://www.pcgamer.com/everything-you…-battlefield-5/


    Don't understand the numbering of this game series though... ?

  • What I'm Working On

    • Radix
    • May 8, 2018 at 12:31 PM

    Btw... in my opinion the map looks a lot better/more harmonic since the latest changes. :)?

  • de_favela_rio - final release

    • Radix
    • May 4, 2018 at 11:04 PM
    Quote

    Quote Onde é o link para baixar esse mapa?

    Not the final version of this, but pretty similar:

    https://steamcommunity.com/sharedfiles/fi…s/?id=143208598

  • [Portal 2 sdk] Need help, what exactly do I do here?

    • Radix
    • April 7, 2018 at 11:55 AM

    Seems like there is a limitation for these (I tried it myself). It always only shows next room + another one at once.

    You will probably have to hide it via fog or map geometry...

  • Source 1 and 2018 year

    • Radix
    • March 16, 2018 at 2:55 PM
    Quote from Mocherad

    On 3/15/2018 at 5:22 PM, Mocherad said: How many time you think I need to learn in CS GO hammer, level design(looks like easy) + other parts, render setting, materials, source formats, game logic, physics all?

    You should ask yourself what you want.

    Do you actually want to make Maps for CS:GO/TF2/Portal2/L4D2/HL2 etc.? Maps that are fun to play and look great? Make maps that actually are played by people, maybe get added to a CS:GO Operation? Or just want to focus on gameplay, want to test some ideas or whatever?

    -> start now!

    Or do you just want to mess around with a modern 3d Engine, get good looking results fast.

    -> Maybe it's better to forget about Source Engine. And use something else like UE, CryEngine etc.


    The Hammer Editor itself is pretty simple and fast to learn, but it takes a lot of time to create good looking maps. It's hard to say how long it will take you to handle the editor (some people learn fast, others slower), but if you are willing to spend something like 100 hrs just to learn the editor/engine, you are fine, I think.

    The more time consuming part is learning how to create assets (models, textures etc., but this is not made in Hammer of course), and how to put things together so that it looks good.

    If you want to make maps for CS:GO, the (by far) most challenging part is (imo) to create a good layout. I personally started to make CS maps in 2000, made a break ~2003-2012, but all in all it's been some years now. And I still have absolutely no idea what I'm doing.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Radix
    • March 10, 2018 at 6:39 PM

    Newell: "Now we're going to start shipping games again."

    [Blocked Image: https://i.imgur.com/kbMWSeT.png]

    Quote from leplubodeslapin

    On 3/9/2018 at 8:50 AM, leplubodeslapin said: Yes. Artifact.

    [Blocked Image: https://i.imgur.com/FE1aO34.jpg]

  • What I'm Working On

    • Radix
    • March 6, 2018 at 12:14 AM
    Quote from RaVaGe

    1 hour ago, RaVaGe said: He probably has more chances to talk to a wall when you speak about money with Valve.

    True. But sad actually.

    If I was at Valve, I would hire him immediately before any other company does, pay him what he wants, and just let him make his maps.

    (Same with some other guys who hang around here)

  • What I'm Working On

    • Radix
    • March 4, 2018 at 3:50 PM

    Well, all in all pretty impressive how much effort you have put into this project.

    I mean, even if this gets added to an Operation, the payment seams a bit too low for two years of working full time (?) on this. Maybe you should talk to Valve :D (You probably really should. lol)

    Gameplay seems to be good, even though I don't really like one-way (drop down) routes.


    But, as already said by some of the others, visually atm not your strongest submission.

    Biggest issue is probably the sky color. You chose a very warm, bright, nearly turquoise blue. It doesn't fit the setting imo and makes the snow look grey.

    I would like one of the following better:

    - a cold steel blue (no stars, few clouds, probably better no snowfall)

    - a nightsky (slightly green if you want to keep a (more subtle!) aurora borealis)

    - a grey cloudy sky (+snowfall)


    That lighting + aurora issue is probably the best example why it feels a little "wrong" atm:

    You have aurora borealis vs day time. Sun vs stars. A nearly clear sky with only a few little clouds (which move too fast imo) but you also have snowfall (which is falling in the opposite direction the clouds move (wind) btw).

    That's all too much imo. You can't have it all at once. Make a decision.

    You should not make things that don't make any sense just because you think it looks awesome. It's similar to the rainbow in de_santorini which also didn't make sense imo: clear sky, no rain, sun at high noon -> no rainbow!

    Furthermore some areas of the map are probably a little overdone already. Sometimes it's better to let a wall just be a wall.

    Maybe you just want too much in general while searching for the holy grail of CS level design...

    Don't get me wrong. Still an awesome map. But it's not finished yet. Hope this helps a little.

  • Abbey

    • Radix
    • March 3, 2018 at 2:06 AM

    Really nice map!

    Found some (very small) mostly cosmetic issues:

    https://imgur.com/a/Srk1G

  • What I'm Working On

    • Radix
    • March 3, 2018 at 1:06 AM
    Quote from FMPONE

    On 3/1/2018 at 6:17 PM, FMPONE said: As part of a 3 day ramp-up to releasing Subzero, today Wingman Killhouse was released.

    https://steamcommunity.com/sharedfiles/fi…/?id=1317130948

    Pretty interesting map!

    I personally enjoy the Wingman mode and it's obviously a pretty popular mode in general.

    It's also a lot easier for community creators to create 2v2 maps (smaller, much easier to test...)

    So I'm wondering if Valve will add Wingman community maps to future "operations"...

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