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  3. jackophant

Posts by jackophant

  • Fallout 4

    • jackophant
    • June 16, 2015 at 10:19 AM

    So, vault 111 seems to have frozen in time or something (cryostasis?)... explains the house. I enjoyed the home building from skyrim, and this looks even more freeform than that.

    The crafting system looks solid, I know I'm going to be overburdened a lot, and modding your own power armour is just... hnnnnnnnng

  • [WIP] DE_COPPER

    • jackophant
    • June 15, 2015 at 3:59 PM

    Regarding Area 6 you have to the left side of bombsite A, I haven't seen how it plays but I would imagine it just creates a really easy flanking route for CTs? It's a path that takes you away from the bombsite, so surely this would just disturb the flow of the map?

  • de_strada

    • jackophant
    • June 15, 2015 at 2:58 PM

    Right now it's fairly bare walls with a theme suggested at by props, and very limited architecture because we're really trying to nail gameplay. Are you suggesting we put more architecture into the map to set it's theme better?

    Routes that are currently fairly squared off sections of ramps will be staggered stairs separated by displacements for example. We've had to expand the map a bit as the size became an issue with the 10v10, and no one likes easy flanking. Our battlefronts often took place right on the T side of a bombsite or even deeper into T territory than we would have liked.

  • de_strada

    • jackophant
    • June 14, 2015 at 6:22 PM

    Map is live on the workshop: DE_STRADA

    [Blocked Image: http://i.imgur.com/PmIFBuQ.jpg]

  • Sir Christopher Lee dies aged 93

    • jackophant
    • June 12, 2015 at 10:42 AM

    Don't forget Dracula!

  • cs_shichang

    • jackophant
    • June 12, 2015 at 10:41 AM

    Dare I say the light is too pink to be believable? Or will it be less obvious with more neon lighting later?

    Seriously take a look at Sleeping Dogs if you haven't already for that Chinese street feel with neon lights. There's also a Himan Absolution mission based in a little square in China which would offer some more references.

  • [WIP] De_selva

    • jackophant
    • June 12, 2015 at 10:38 AM

    Map looks nice and clean. I look forward to trying this out.

    But come on guys, sort out the OP. Let's have a workshop link and an annotated cl_leveloverview shot (no matter how rough) and a few more screenshots!

  • func_detail broken ingame CS:GO Hammer

    • jackophant
    • June 12, 2015 at 9:54 AM

    find the text file for this verson of the map which should be your compile log.

    Run it through the Interlopers.net compile log checker and see if it spits anything out.

  • Counter-Strike: Global Offensive

    • jackophant
    • June 11, 2015 at 11:40 AM

    I'm sure you've all seen it already, but the latest update went live last night and brings some changes the community have been clamouring for.

    http://blog.counter-strike.net/index.php/2015/06/12062/

    The main point of this is that overwatch is now out of beta and accurate results can bag you some XP which will be rewarded. You will receive it after a verdict is reached when you finish a classic competitive matchmaking game.

    Profile ranks also show on the scoreboard for friends and party members during a game and for everyone at game end.

    EDIT: Biggest news is that you now have to be level 3 to match make. This includes EVERYONE, so if you haven't been playing much recently and aren't level 3, you will have lost matchmaking rights!

    Essentially, a big ass speed bump for smurfs/hackers, who are going to have to put even more work in to get an account playable on official matchmaking servers.

  • cs_shichang

    • jackophant
    • June 11, 2015 at 7:56 AM

    Imo the light source is way too white, I think you need to yellow it up a bit, and maybe angle the sun more as a sort of dusk setting where all the lights are just turning on. Sunlight covers some parts and the neon lighting covers the rest?

  • [WIP] de_tibet

    • jackophant
    • June 10, 2015 at 11:24 AM

    @LapnLook Hopefully not, because Sparity was a thematic mess and this has even more concurrent themes. Trust me, it's not a good look...

  • [WIP] de_tibet

    • jackophant
    • June 9, 2015 at 11:48 PM

    ar_monastery was originally called tibet. Valve renamed it for reasons, and I would probably advise you don't use the same name.

    Also, aside from the odd texture you've used, I fail to see how this resembles Tibet? (Tibet / Gothic Revival / Warehouse / Factory?)

    May I suggest you look more closely at some reference pictures?

  • Texans Under Fire in Donetsk

    • jackophant
    • June 9, 2015 at 5:31 PM

    what's he calling them? "UKRABS"?

    I don't understand what perspective this is from, or who this man is? All youtube info is in something I can't read.

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • June 9, 2015 at 2:26 PM

    @MaanMan I'm definitely going to hide a death pit in our map now :D and you already have an opinion on my "freak brush work" :P

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • jackophant
    • June 9, 2015 at 2:24 PM

    I thought my quote made it clear. I mean no to the light switch. It's a gimmick and will only be abused / spammed if people even realise it's there as it's not in other maps.

    It's such a minor detail and the whole lighting issue could be fixed if it wasn't present, but they're choosing a complete wild card over light integrity.

    consistent lighting > light switches

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • jackophant
    • June 9, 2015 at 2:12 PM
    Quote from gfx0

    (which a light switch needs)

    Plz no

  • [CSGO] de_cargo

    • jackophant
    • June 9, 2015 at 9:59 AM

    Looks like you've received lots of the coveted valvethumb

    ░░░░░░░░░░████
    ░░░░░░░░░░░█░░█
    ░░░░░░░░░░█░░░█
    ░░░░░░░░░█░░░░█
    ███████▄▄█░░░░░██████▄
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█░ Valve~ Add This░░░█
    ▓▓▓▓▓▓█░░░░ Please! ░░░░░█
    ▓▓▓▓▓▓█░░░░░░░░░░░░░░█
    ▓▓▓▓▓▓█████░░░░░░░░░█

    So congratulations on your map blowing up!

    [Blocked Image: http://i.gyazo.com/e07f5deee1eed4cf653664720d7908b3.png]

  • [WIP] De_icaria Name Changed [Downgrade version stable]

    • jackophant
    • June 9, 2015 at 7:42 AM

    I like the idea, but considering the closed theme, it's still very open. I think your mid could cause some game play problems being quite open and multilevelled.

    Again, a lot of these new map need to simplify their routes, and I'm afraid, this is no exception!

    Good luck :)

  • de_strada

    • jackophant
    • June 9, 2015 at 12:32 AM

    Nearing a play test ready state. Really excited to show you all :)

  • de_ map, don't have a name yet WIP

    • jackophant
    • June 8, 2015 at 3:32 PM

    Make sure you generate it every time you compile then, it still could be an issue.

    Sometimes bots do go a little crazy and there are micro nav meshes bots try and get to. I noticed that when the mesh if flush with a wall it can sometimes cause the bots to grind against it. Just go around in nav_edit 1 and nav_delete on the offending mesh!

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