Posts by jackophant
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Quote from Tensei
Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of 20 000 kg of TNT)
Now it sounds more believable, right ? It's just the rough idea of map.
No, it doesn't lol. The point I'm trying to make is that regardless of the state of overgrowth, plants don't take root ON metal. They might in crevasses, but otherwise it'll only be algae/moss growth. Plants might grow around it more likely, but plants prefer bricks/mortar/stone because they can take root in the cracks and these materials are also generally more porous and water can percolate through them supporting this growth. Mosses or lichens are more likely to survive in this way.
But if you can find good photographic evidence of the situation you've created, by all means, please show me.
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Cheeky little detail update with more information in the OP!
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FULL DE_STRADA_E4 PROGRESS ALBUM
Any thoughts on the dusky/pinky light setting? It's a bit different to your typical day setting!
QuotePlease verbally assault @MaanMan for this travesty:
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SAY NO TO DEAD CIVILIANS AND BLOOD SMEARS!

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tbh, I don't think you even need it.
To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?
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omgomgomgomgomgomgomgomgomg :holy:
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is darth vader playable?
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The map doesn't look like a potential biohazard (possibly because it makes me think of the resident evil games?), but I don't think an area outside like that classes as an "employee lounge" and I don't think they'd have a miniature swamp with aztec statue there.
Do you have any reference photos you could show us that you're working from? It feels like a lot of themes mashed together atm.
Regarding the layout, it looks very CT sided. Mid looks very easy to lock down, both sites have a very tight frontal entrance, which isn't necessarily a bad thing, but the alternative routes are very easy for CT to hold (which then makes it a bad thing).
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Sadly that seems to be the way to do it!
This is why the Asiimov skins "highest quality" is Field-Tested, and even the Battle Scarred ones look very clean, the creator (Coridium) would have had to apply a large alpha mask over the entire gun to make sure it didn't wear down to a grey base colour. Anything above Field-Tested would have been indistinguishably perfect.
You've got the technique right now, so it's just about practicing with it

Any screenshots of the successful version?
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I think this game looks beautiful and I would love to explore it
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Probably shrink the size of your lanes and open areas. Look how swamped that little CT is down on the left, or the T who's fallen off the map on the right.
They layout looks OK (can't say for sure without testing), but your pathways should be about 128-192 units wide. I would suggest a comfortable 160 to begin with, and shrink/expand appropriately to create some variation.
If you make this change, I think you'll find all your routes look super skinny and long (relatively speaking) and then you can find a more apt length for them.
Try to keep your rotation time between bombsite to about 10-15 seconds, and while you can experiment with initial contact times, CTs want to get to each bombsite 1-3 seconds before the Ts depending on how favourable a spawn each team gets.
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Quote from Seldoon182
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Please! No! Nightmarish flashbacks! I thought I'd purged this from my mind :cry:
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I don't understand what the problem is?
You've used big blocky colours so some of the AWPs elements are coloured half and half because you haven't accurately coloured them in.
Unless you mean something else?
EDIT: If you mean how worn the AWP looks, you need to adjust the condition sliders towards factory new, however, the scope and barrel on the awp naturally have a much faster wear rate so to counteract that you need to use an alpha channel to mask the area you don't want to wear and/or edit the vmt file.
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I think this is getting too much...
They are hyping it way too much and it's just turning into star wars porn in the hope no-one will notice the same recycled gameplay underneath.
On top of that - "pre-order and get bonus content early" - fuck off, how is that even a real incentive? If I throw my money at you now for a game I know nothing about I could be stuck with a shit game, but people who buy later if the game turns out to be good will still get the exact same content? Is that even worth the risk?
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But luckily Valve have the bargaining power to force a map pool for their sponsored events which allows them to try things like cobblestone and overpass.
I don't think it's the pros so much as it is the "pros". The average toxic league player who thinks he should replace someone on a pro team.
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Do you have a light_environment in your map? This is probably the source of your dark issues.
You've not used much in the way of brushes to control the spaces of your map, but have used the odd prop which makes the rooms feel very sparse.
It also looks very small and very simple. More like a 2 site demolition map.
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my gib is hard, i want this yesterday
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PogoP right about now:
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@blackdog As much as I dislike CoD, I would be willing to go out on a limb and say it has more "verticality" than counter strike does but you have to look at how the game play mechanics effect it. Every game has a unique signature playstyle and due to counter strike's "eyes on top of head, spewing bullets out of face" mechanism, steep angles can be abused very easily which is part of the problem with massive height differences.
In CoD for instance, you can take a hard fall and scamper off and hide until your legs magically heal themselves, but in CS you're fucked (unless you can abuse a slightly angled surface). You don't want to put people in the situation where they risk large portions of their relatively fragile health system all the time, just like you don't want gimmicky situations where you have to jump across a gap (which you would die in if you miss), to get to an essential objective.
It's just about how you use it. Agency as you mentioned uses height well because it's not easily abusable. The upper route is narrow so there are no useful angles you can duck and hide in to get too much of an advantage over people on the lower level. The room itself is wider than it is long so each half of the room has it's own engagement rather than it being one large crossfire clusterfuck. There are crossfire points, but with restricted line of sight.
We could definitely see more use of height, but mappers need to try it out. You need to understand the rules to know how to bend them.
@TheOnLY also makes some good points.
However, I do think piranesi would be awful if I played it now (I didn't really enjoy it at the time, everywhere was so snipey and head peaky), sorry man

TLDR: It's down to mappers to experiment with effective use of verticality, leave Piranesi in css

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I've read it a few times, as part of an interview with valve and can't find it now for reference, but one of the things they were saying is that in the making of half life, they could not get players to look up.
You could minimise angles by making the upper levels more narrow, but malls by nature are very open, flat places which in counter strike would primarily lend themselves to long range only.
The theme doesn't need to change, just your approach to it. Maybe base more of the map in the service areas around/behind the mall with a brief stint in the typical mall structure as a mid feature? You wouldn't even need to use both floors.
I wouldn't look at L4D for the mall level. It might help you build it, but the intended gameplay is entirely different.