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  3. hamilton5

Posts by hamilton5

  • What I'm Working On

    • hamilton5
    • December 14, 2014 at 12:05 AM

    Deh0lise pointed out that portal issue a long time ago ... still not fixed!? ;]

    http://steamcommunity.com/workshop/filed…89742927338169/

  • Counter-Strike: Global Offensive

    • hamilton5
    • December 5, 2014 at 3:16 AM

    It's been one hell of a play test to get a map right...

  • Counter-Strike: Global Offensive

    • hamilton5
    • November 16, 2014 at 12:01 AM

    Not human and allowed to make mistakes because they are 'Operation-guys'? What map?


    How to even read patch notes.


    Quote

    Deathmatch uses the nav mesh to create spawn points. Make sure that your nav is contained within the bounds of your map to ensure that players aren't spawned outside of it. Use map_showspawnpoints to see where spawn points were generated. If you want to use mapper-placed spawnpoints instead of the randomly generated ones, place an info_map_parameters in your map and set usenormalspawnsfordm ("Use Normal Spawns in Deathmatch?) to true.


    omg these 'Operation-guys' http://imgur.com/KCoUt7r

  • MapCore CS:GO Playtesting 4.0

    • hamilton5
    • October 22, 2014 at 2:29 PM

    I missed de_log??


    [Blocked Image: http://www.transformer-ivan.net/wp-content/uploads/2012/06/wall_prostitute.gif]

  • MapCore CS:GO Playtesting 4.0

    • hamilton5
    • October 19, 2014 at 8:35 PM

    your 'fastdl' is not fast at all, why is this?


    if you want more chattime instead of vote use mp_match_restart_delay or mp_halftime_duration if you put in half time for automatic team switches - just throwing it out there

  • [CS:GO]de_zoo

    • hamilton5
    • October 17, 2014 at 12:31 PM
    Quote from jackophant

    oooooooooooooooooooooh, how do you get the heatmaps?


    demoinfogo ;]

  • CS:GO - de_tivoli

    • hamilton5
    • October 13, 2014 at 12:44 AM

    game breaking tire in the bottom of skybox...


    T POV - I thought B was the better site. The long and the mid to B connecter had the same timings - weird concept. A... to many elevations in the back and that cement mixer sucked. don't force me to have to get that headshot - to hard. Overall angles were good, and the layout was super simple. I don't think there are enough good CT positions to play, the few it takes to hold the sites - the rest just rush.

  • [CS:GO] de_acceleration

    • hamilton5
    • October 12, 2014 at 8:30 PM

    I want to add that because of player clips instead of the normal clip brush in your map your going to have NAV area in places bots can't actually get to - they will act strange and surly get stuck in places. Also if you depend on the nav for your deathmatch spawns this could spawn players out of map

  • [CS:GO]de_zoo

    • hamilton5
    • September 21, 2014 at 11:03 PM

    boost outs - http://imgur.com/a/E9jz4


    other boosts like the overhanging roof on HRG aquarium near CT spawn and probably the monkey's tree house look possible too.

  • [CS:GO] DE_HAVEN

    • hamilton5
    • June 14, 2014 at 6:42 PM

  • CS:GO - Maps of the month

    • hamilton5
    • May 14, 2014 at 4:59 AM

    Thanks for your time with these leplubodeslapin - they will be missed

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