I really like the oCd pack by disco. I think it's out of date now
[Blocked Image: http://i.imgur.com/eU8Pd.png]
I really like the oCd pack by disco. I think it's out of date now
[Blocked Image: http://i.imgur.com/eU8Pd.png]
I'm sure @Fnuggi will appreciate this:
If you have areas of high repetition, you can use them to keep file size down, as the different instances will be referring to the same vmf, although this may not make a difference post-compilation.
It really has it's benefits in off grid work as it can be on grid in it's separate file, and then freely rotate it in the main file.
Maybe ask @Squad how the light-through-water effect was achieved in the mid/B connector?
Also, I've jsut realised you are saying coloured shadows from coloured glass... Do you just mean coloured light that has been filtered by the glass, or the ambient light colour for shadows as well?
Quote from laminutederire35 sec is pretty harsh for beginners, they could do 45 sec for silvers, 40 for gold novas and 35sec for higher ranks or something like that ?
and then what about all the mixed ranks that play together?
45 seconds is a long time to defend the bomb for, regardless of the level of player you are against, and if people are that bad that they don't know what they're doing in 45 seconds, why does it matter how long the bomb is ticking for? Eventually they'll get the idea and then work to the tighter schedule.
35sec bomb time as well pls
I've not heard about premades, but I have heard that people suspect T side to be the stronger of the 2 teams. But then for equally ranked teams it makes it harder to decide...
They probably have something vastly complex to decide who starts where or maybe it's entirely random ¯\_(ツ)_/¯
If you use nodraw on the tops of areas people can't get to, it also helps in showing a better overview especially for interior routes.
There look to be a lot of long corridors which are very sniper friendly and not much else. There is also a distinct lack of cover which makes everything very open.
1) Could you use coloured light_spots to crudely mimic the colour of the light coming through? It's a bit hacky, but it could work?
2) Historically I've always built around the map and shrunk after finishing like you suggest. My skyboxes are often quite simple so I've not bothered moving them into a new file, but dont forget there are the "_skybox" props which are super tiny as well you can use.
3) When starting a map for the first time, the game looks for an associated nav file and if none is found it would proceed to generate one, but only if bots are present. If you run the command "bot_kick" before you choose your team, the bots will never connect and you won't need to build the nav mesh. The file is stored in the same directory as the bsp, and the workshop uploader will automatically package it for you when submitting to the workshop if it exists.
Cubemaps are automatically saved into the bsp when "buildcubemaps" is run. Make sure you upload the right version of the bsp with the cubemaps inside when uploading to workshop! (and turn mat_specular 0 on when generating and preferably keep cubemaps for players at a height of 64 units to best reflect head height reflections, if you don't know already)
@RaVaGe 3000 hours on a game that was released October 2007 isn't so bad, that's almost exactly 8 years old and just over an hour a day!
I have almost 2500 hours on CSGO which was released August 2012, which is just under 2 and a half hours a day for 3 years.
Quote from duxI play with my e- friends, we have fun and a lotta laughs. But I hate the game itself. Just nothing else to bloody play these days.
you tried rocket league? everyone seems to have a throbbing erection for that atm.
I didn't realise the original was based in london?
rather than "i think i might do this" you need to critically assess what makes them inappropriate at the moment. How can you make them better? if you make decisions on a whim, you'll be tweaking the map forever.
well, the only thing you've got right now is a layout and it issues. The chokepoints for your bombsites are still way beyond the bombsite, and are still multiple rooms away. Your timings are still quite large.
For reference, you should load up some official maps and time how long it takes to get to each bombsite as each team.
You have a lot of tall walls/buildings. Not everywhere has to be like that.
Was away over the last week and used the hotel gym and pool almost everyday. First time I've not ached after going which I can only associate to staying on it. On the Saturday cycled and walked for a combined 2.5 hours and then still went to the gym and for a swim after ![]()
Also had first proper workout session with personal trainer last night. Pushed myself to muscle failure on bicep curls, tricep extensions, squats, and face pulls. Had to do my squats with a 20kg kettle bell as the squat rack was quite narrow and i couldn't comfortably get my arms behind me to hold the bar ![]()
I also had to skip the lunges due to what I could only describe as shin splints, which I've suffered with for a while now.
Day after I feel good! really good ![]()
Is the BSP available anywhere to play? I think I need to see this for myself but the layout does look better.
Also, that last picture, your brushes aren't aligned properly. Make sure you have grid snapping on (shortcut toggle = shift+w), or your grid is around 32 units to make sure this doesn't happen.
I still don't understand what is going on with your lighting.
We still aren't sure what the rotation times are though. If you can fill these in for me it would be great
im going to go on the basis that left bombsite is A and right site is B, and I mean the timing to the actual planting area, not line of sight, because that could be as short as Nuke blue hut to bombsite A, or as long as Dust2 A long, it's not a good measure. Please quote this and remove rest of text with answers to below:
For Ts
For CTs
Rotation Times
We don't need halfway points, or spawn to spawn times, or around the world trips, just the direct routes which I have listed. They're as food for us to know as you. Right now I don't think you have a clear enough image of your own map which is essential in progressing in the right direction.
When I said aggressive earlier, I meant that CTs had enough time to push way beyond the bombsite and hold it comfortably without any real risk, especially for what I've labelled as A. It's reminiscent of inferno, but that works because the bombsite is so close to it, you have another long trek to get there so Ts don't really have any where to setup how to access the site when they need to confront the massively aggressive CTs.
You've got a pretty brutal sight line going through what I presume to be T spawn at the top.
You have a lot of walls which look like AK, if not AWP fire could penetrate them.
Your contact points for both bombsites are very aggressive, especially for the left bombsite which is massively aggressive.
One-way drops are a bit gimmicky, and having two, especially inflicting fall damage is a little much.
I really think you need to relax your chase of this modern style. While it does look a lot better, I think you're limiting yourself. You should crack out a full greybox and settle for theme after as I still feel there's far too much being left to the imagination.
I'll message you some suggestions I gave someone else regarding concepts for the layout
Just play counter strike, simple ![]()
I too struggle to play other games, but with the little time in the evenings I have and between fiddling with the CSGO SDK and playing the game, I really have no time for anything else.