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Posts by jackophant

  • Counter-Strike: Global Offensive

    • jackophant
    • July 19, 2015 at 4:00 PM

    tapping is still legitimate, and spraying is only effective if you have control of the recoil. However it's when you choose to tap and spray that makes the real difference, but most people still think an enemy 100m away behind a chest height box is an acceptable situation to spray in.

    Due to the built in variance of bullet placement (spread), you could have aimbot level spray control and still only hit a couple of shots at great range.

    I'm really not impressed by that shroud video. Looked like total lack of control, and the five-seven at the end? Would look at home in a silver game the way the T's fumbled that site entry. They were 5v1 and with bomb, as soon as they realised where shroud was, they should've taken B. the awper with like 1hp runs into a crossfire, the guy blocking his teammate in the doorway DUCKING no less.

    Call me cynical, but I think very few frag videos show skill more than a total fumble from the opposing team (ie: 1v1v1v1v1v1 situation).

  • Puddy's Gun Review (of Freedom)

    • jackophant
    • July 17, 2015 at 1:09 PM
    Quote from Thrik

    lmao. Thread is the whole thing, also known as a topic. Posts are the individual comments, like this.

    so why does the forum list how many posts are within a subforum, not threads/topics? Or both?

    "306 threads with 4025 posts"

  • [WIP] de_plateau

    • jackophant
    • July 17, 2015 at 12:26 PM

    5 people working on a map? Not to put anyone down who's involved, but the amount of work for each person here is going to be massively disproportionate... too many chefs? :?

    That bit aside, feedback-wise: A lot of these rooms seem very large and empty with very little meaningful variation in height. There are a lot of very long sightlines, and that curve back on itself T spawn seems really unfriendly.

    That last screenshot with the train tracks in it looks like a nice piece of map, but it's still too long and there looks to be an awkward off angle by looking down the long angle from the chainlink fence.

  • de_strada

    • jackophant
    • July 17, 2015 at 11:31 AM

    Here's a lil album to address some of the changes based on concerns people had in the playtest, all the images have been titled with complete descriptions:

    de_strada_e1 changes album

    Other changes have been made / started, but these were some of the more obvious, and I don't think you need a screenshot of me blocking a sightline through a prop, or explaining why I did it.

    The short box on B with OP head angle into short and CT spawn has partially been addressed still trying to see how best to do it.

  • Puddy's Gun Review (of Freedom)

    • jackophant
    • July 17, 2015 at 11:25 AM

    @Thrik thread or post? I'm so confused now :(

  • [WIP] de_perish

    • jackophant
    • July 17, 2015 at 9:54 AM

    @GenoCide you are indeed correct, rushed and rusty maths from myself spreading false information. I've corrected my OP in case anyone happens to come across it again. Thanks

  • [CS:GO][WIP]de_story

    • jackophant
    • July 16, 2015 at 3:47 PM

    i type "meas" in the filter (short for measure which is part of the file name I believe), and that's enough to bring up the grey/orange textures including ones for ladders, fences, and crates.

    The white colours are "reflectivity" ranging from 10% - 90% in increments of 10, comes with the grid on it, or without as a smooth effect.

    Depending on the lighting everything 40% and above can look the same shade of white, so for me the main use is to distinguish between different areas/potential buildings in hammer more than anything else. I also use a dark floor (the grey grid from "meas") and pale walls for best visibility.

    Another trick you can use is to work with the 3D window set to "flat textured" so textures are irrelevant, it simply colours your brushes based on their type. world brushes are shades of blue, func_details are shades of green etc.

  • [CS:GO][WIP]de_story

    • jackophant
    • July 16, 2015 at 3:25 PM
    Quote from Michael Greenwood

    I'll respond to jackophant later when I fix up the overview. I don't disagree with the comments except the one regarding textures. If I state from the start that is how I prefer doing it and you see it as half assed rather than incomplete, that's on you - not me.

    When it comes to the overview, how do I best indicate a site has a main floor, a room underneath it (that curves up and around on the left) and a balcony over it on the right. How do I indicate that the platform at mid is raised up and the path from T to CT on B side has the T's dropping down from higher up?

    I'm not saying it is half arsed, I'm saying that's how it looks. It's fine in thinking that's what you want to do, but this is coming from a spectator. If I think it, others will too, and that's the feel you could be conveying. What you think or want isn't necessarily how the public will view it. The development textures were made for a reason... Take it from someone who used to do the same thing.

    A popular method for showing different heights in the map is coloured shapes outlining the path with transparency. You could show a key and say what's low/high accordingly if you don't think it's clear enough.

  • de_capistrano

    • jackophant
    • July 16, 2015 at 12:22 PM

    There are a couple of prop inconsistencies (fenced area around tree, goes across grass and paved ground?) but overall seems nice. The lighting feels a little off to me as well, very... stark?

    Layout-wise, there doesn't seem to be an effective mid lane. While not immediately a bad thing, T's seem to have to dedicate to either site, with no hope of rotation and it looks like most of the map can be held from the gateway to the north/south path from A. Yes, the vent is hidden, but you just need 1 CT on B to watch them jump across to it.

    I'd be interested to see the "bot_show_battlefront 1" of it.

  • What music have you listened to recently?

    • jackophant
    • July 16, 2015 at 11:30 AM

    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.
    Mixtape 13 is just the whole album in one track, I love mapping to this stuff.

  • CS:GO Workshop: Weapon Finishes

    • jackophant
    • July 16, 2015 at 10:28 AM
    Quote from Thurnip

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/45382391475542963/67043D8C5B4A9EF4A74A86C20274702C60D1554A/]

    What's the relevance of the deer? Makes me think "EXPECTO PATRONUM!"

  • [CS:GO][WIP]de_story

    • jackophant
    • July 16, 2015 at 10:03 AM

    Oops! Double post!

    Quote from Michael Greenwood

    I'm also aware I did the overview wrong. I prefer the non fullbright as it shows the elevations better.

    imo, I can't tell what the elevations are at all right now with that lighting. fullbright isn't necessary anyway, just something to consider, but for lighting as low as this it may have been a good idea.

    You could also have edited the image more, black out the areas people can't access. That whole area on the bottom left of the overview is defunct as well, it serves no purpose other than to extend an already long corridor as it just links back up to where it splits off from.

    The whole map looks far too open, and has a lot of long sight lines which means that people are going to predominantly use scoped weapons. You should want your map to have more mixed engagements.

    I hear what you're saying about the dev textures, but seeing it like this is visually distracting, it looks more half arsed than half developed. The lighter colour of the dev textures make visibility a lot better as well.

  • [CS:GO][WIP]de_story

    • jackophant
    • July 16, 2015 at 9:48 AM

    @laminutederire I think you mean light_environment

    env_sun is just a sprite in the sky, and doesn't actually produce any light.

  • DC's Suicide Squad

    • jackophant
    • July 15, 2015 at 4:29 PM

    I still can't get over how much jared leto looks like macaulay culkin as the joker xD

    still not sure how i feel about the whole look, but i've warmed to it slightly in this trailer.

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • July 15, 2015 at 3:15 PM

    when's the feedback up rzl ma nzl?

  • CS:GO phong on world surfaces

    • jackophant
    • July 15, 2015 at 2:42 PM

    as this is vmt related, would this same process work for setting phong on csgo weapon skins? Even per channel?

    I'm thinking along the lines of the official slaughter/dark water skins valve have, as I can't recall anything else using this type of effect?

    Or am I getting ahead of myself here, tricking myself into thinking I've understood this?

  • [CS:GO] - Testing, publishing and using custom resources

    • jackophant
    • July 15, 2015 at 12:52 PM

    You may be right. My understanding was that if there were no ray traces registered on the face, it wasn't drawn. Something along those lines, but I guess that would run into problems with very dark rooms...

    This is a great read regarding optimisation: http://www.optimization.interlopers.net/index.php?chapter=intro

  • CS:GO Demolition Map

    • jackophant
    • July 15, 2015 at 10:35 AM

    this isn't technically a demolition map, this is a normal defuse map. I can understand the semantics here, but these days "Demolition" would imply the single bombsite, weapon progression based on kills game mode currently part of CSGO.

    Seeing as you've edited your overlay, it would've been wise to remove everything that you can't actually stand on to make things clearer. You've also got a lot of very long lines of sight. Ct's can pratically stand on bombsite B and keep Ts away with sniping. That long flank around B is a deathtrap as well.

    I can't see how CTs can get into A either?

  • [CS:GO] - Testing, publishing and using custom resources

    • jackophant
    • July 15, 2015 at 10:13 AM

    You are correct. However, the new faces aren't necessarily nodraw as it depends on which faces of the brush are textured when you cut. Hammer has a way of working it out, but I haven't found it to be reliable and just opt to check and texture to nodraw to make sure.

    If I'm right in saying, when a face is completely covered the compiler doesn't render it anyway, but I don't know how this affects the filesize.

  • de_Xuhsh's Crossing

    • jackophant
    • July 14, 2015 at 5:28 PM

    Mist was pretty good, not sure how I felt about the tower, but the bombsite were opposite ends of the map:

    [Blocked Image: http://vignette3.wikia.nocookie.net/cswikia/images/a/ac/Radar.jpg]

    not quite the same as something more like nuke.

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