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  3. jackophant

Posts by jackophant

  • [CS:GO] de_market

    • jackophant
    • September 10, 2014 at 2:01 PM

    It seemed like a fun map! Shame it wasn't the version you thought it was. I have a couple of things to say:


    - As great fun as throwing myself at the hurt triggers was, I would probably lower the damage to avoid the excessive ragdolling (maybe mimic HL2 where you lose health fairly rapidly while submerged?)

    - Lower the trigger to water level and extend it as far backwards as necessary so people are unable to get behind it

    - Some of the paths meander more than necessary, and other times have long sight lines

    - Remove the "apartments" interior mid path

    - Make B walls thicker and add wall bangable wooden planks at certain points (or something... like connector/stairs on mirage)

    - Remove/change B camp spot in corner behind wall and add general site cover

    - expand the size of the X on B to and position it in the middle of the site (right now it feels like you have to plant in the corner)


    I don't think the number of paths you have is a problem, it's more the way that they all connect. I found that I always had a million places to check, especially on rotation to bomb plant.


    I do really suggest looking at some architecture as well as it helps the map feel more grounded and real. It might seem like a nitpick but it definitely helps. Focus on gameplay for now, but please bear it in mind!


    I definitely see some potential in it, I had great fun, like Niller, B was very intriguing!

  • [CS:GO] de_market

    • jackophant
    • September 10, 2014 at 9:50 AM
    Quote from austinweiss13

    yep


    thanks

  • [CS:GO] de_market

    • jackophant
    • September 9, 2014 at 9:40 PM
    Quote from austinweiss13

    The coordinates go in the same file as the one with the radar information. For instance here is mine below. I was messing around with it a bit yesterday and realized the best way to find the coordinates is to open your map image and then place your the pixel you want the icon to be above. Then just get the pixel coordinates and divide the number by 1024. For instance my CT spawn was at 163, 512 on my map image, so I divided the coordinates by 1024 which made it 0.16, 0.50.


    ah brilliant and that will place the bomb and spawn icons on the map as the level loads?

  • [CS:GO] de_market

    • jackophant
    • September 9, 2014 at 1:47 PM
    Quote from austinweiss13

    Nope, I'm talking once the image is 100x100 so the numbers are a little different. For instance on your map the T spawn icon would be x".27", y".35". The position of the icon on the full size (1024x1024) image was x284, y364. I guess what I'm doing isn't really helping, just confusing you. Once you're at a stage to add the icons just let me know and I can do it for you.


    Could shed some light on this for me? I'm intrigued... Where do you put the coordinates and in what format? <mapname>.txt?

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 7, 2014 at 1:18 AM
    Quote

    Alright, it's noted.


    Map files for sunday, apologies in advance for horrific radar... It won this time!


    https://drive.google.com/folderview?id=…ZTA&usp=sharing


    I've removed the pre-packaged kv and nav files from the bsp (courtesy of SDK uploader) and provided them separately as has been done before.

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 7, 2014 at 12:36 AM

    How important is a minimap? Mine is like... almost aligned, you can see where you are but it's not perfect. I'm literally killing myself over this and I have no idea why it isn't working, I've made them perfect before...


    Does anyone know of any problems as to why the scale/coordinates don't match up properly?

  • [CS GO] WIP de_launch2

    • jackophant
    • September 4, 2014 at 4:46 PM

    You can always reference the VDC Level Design Page, or look into one of the maps valve have provided, find something similar and retrofit it to yours.

  • [CS GO] WIP de_launch2

    • jackophant
    • September 4, 2014 at 4:02 PM
    Quote from N3tieb

    Edit: added screenshots.


    Muuuuuuuuuuuuuuch better! Now I can see what I'm looking at


    The scale looks really good in most places, but bombsite B seems very large and open, with very little cover. Maybe increase the environmental lighting slightly?


    Looks a lot better from the ground shots than I could tell from simply an overview! Has it been playtested at all yet?

  • [CS GO] WIP de_launch2

    • jackophant
    • September 4, 2014 at 12:55 PM

    A few additional screenshots might be nice to see. I am also unable to tell what's what from that current overview, how much of what I can see is climbable? Spawns? Bombsites?

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 3, 2014 at 2:43 PM
    Quote from ruarai

    The players are supposed to spawn on an objective once they capture it, sounds like that wasn't working.


    Oh no, they definitely spawned on the objectives (sometimes?), but you mean they are only meant to spawn in the "original spawn" once? Even with captured points, people would still spawn in the original spawn points and just rush over the mid bridge in a nova/negev spam fest.

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 2, 2014 at 8:54 PM

    Exodus makes good points, but just adding that I thought the route from spawn to spawn over the top encouraged a lot of spawn camping and detracted from the objective at hand.


    Quote

    Alright, it's noted.


    Thanks!

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 2, 2014 at 3:24 PM

    Greetings and salutations. Could I please reserve myself a spot on the Sunday night play test for Stupa?

  • de_stupa

    • jackophant
    • September 2, 2014 at 8:55 AM
    Quote from E-Music

    Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthl…-1409608573.jpg the layout might be improved if the block closer to right was removed completely. Perhaps enlarging the that big block on the left of that image into a house or something to maintain a similar layout to what you had previously.


    Thanks, E-Music


    Funnily enough that's not too far from what it was before, the alley on the left was integrated into the block in the middle which was a building, but the room was unnecessarily large for the purpose it served.


    Thanks

  • de_stupa

    • jackophant
    • September 1, 2014 at 11:09 PM

    May I present to you: Stupa ('STOO-PUH'), my debut map for CS:GO and a little overdue! (originally posted in the workshop February 2013!) The map is based on Tibetan/Nepalese towns/monasteries and will utilise a version of the ar_monastery/tibet theme.

    WORKSHOP LINK

    Please, after any play test if you could post your feedback here, it would be greatly appreciated! Anything I can do to make this map better!

    Due to forum version update a lot of the old files were broken and it was far too much effort to update for an unrecognisable map. I've also updated my file naming system. Either way, may I present to you my new updated thread:


    Version C13

    Overview:

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

    Screenshots:

    [Blocked Image: http://i.imgur.com/Njl6nOc.jpg]

    [Blocked Image: http://i.imgur.com/Ok5dWac.jpg]

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

    [Blocked Image: http://i.imgur.com/q1RhDts.jpg]

    Full Album: DE_STUPA_C13

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 6, 2014 at 9:49 AM
    Quote from leplubodeslapin

    Not enough info_player_ct/t ...


    Next time add more please ...


    Yeah, sorry about that. Already been done!


    Quote from tomm

    jackophant: I was thinking this could help mid a bit, also if you added some cover on that platform it could help cts


    I dunno.. maybe it gives you an idea, I'll just leave it here.


    Ooooh, I like it! This coupled with a couple of extra seconds to get to mid should be very useful, thanks!


    Out of interest, what did you use to draw over the screenshot?

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 5, 2014 at 7:49 PM
    Quote

    The playtest of Ashton's DE_Ashtonmap and Vilham's CS_Mass is starting now! Come join us!

    94.250.201.180:27015


    Files should be here! Sorry it's cutting it fine!


    https://drive.google.com/folderview?id=…Nnc&usp=sharing

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 5, 2014 at 12:04 PM
    Quote from Vilham

    I loaded agency and it was in the pak, I did the same on my latest playtest, it was fine.


    It does say some to be fair, but shouldn't the workshop uploader automatically pick up surrounding related files anyway?


    Quote from El_Exodus

    €: what do you mean with "it's not listed like in css"? when my .nav files are created, they are right next to my .bsp


    It might just be me then because I'm looking and not seeing anything but I think I've worked the problem out: Back in my early mapping days I lost many a project due to hard drive wipes, I was a noob, I didn't back up. These days I actually keep my .bsp (and other supporting files creating during compilation) on google drive and edit it directly from there allowing me to do it on my work laptop and at home (or wherever realistically...yay cloud storage!) But, clearly after compilation the game is running the .bsp from a different directory (obviously, I can't believe I didn't realise this!) and this is where my nav would be saved!


    Sorry guys, this is my first time testing through a community like this, and my first proper release so there will be tyipcal teething issues, I've already picked up some great stuff, many thanks!


    I think I'll skip food today to try and get this sorted

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 5, 2014 at 1:52 AM
    Quote from JeanPaul

    I cannot stress enough how much this really skews playtests. Not having a radar is a big deal in early gameplay tests tbh. Definitely get one in before tuesday!


    Your problem with the map going green or blacking out (might) stem from not being outside the map before enabling cl_leveoverview. Turn on noclip, fly to way above your map and look down - THEN enable cl_leveloverview. Does that fix it?


    Aww, crapsicle... I wish I noticed this message sooner! Yeah, I spoke to some guys during a play test who offered same advice. I've quickly (at 1.40am) knocked out the radar using advice and it seems to have worked


    I'll finish the dds conversion and bsp packing at lunch tomorrow. the nav saves right into the bsp right? I've been editing mine to stop bots derping and saved it, but it's no longer listed like it was back in CS:S? fingers crossed!

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 2, 2014 at 10:57 PM

    Sounds good to me!

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • August 1, 2014 at 11:55 AM

    Seeing as Exodus' map was played last night, is there a chance for me to squeeze my map (de_stupa) in on Sunday? I haven't post it as a WIP yet in these forums (this is in fact my first post ) but I have got a workshop link for it:


    http://steamcommunity.com/sharedfiles/fi…s/?id=126126567


    Just a small list regarding the state of the map:

    • No proper playtest yet, it could be a horrible experience
    • Just greyboxed currently, and yes it is quite blocky hut I will adjust that when I feel the layout is less likely to change
    • No radar (yet), as I am having problems with cl_leveloverview where large chunks of the map keep disappearing or blacking/greening out
    • The only real detailing that has been done roughly is bombsite A, purely for proof of concept for myself (yes, I am planning on using the ar_monastery/tibet theme)
    • I'm unsure about the timing for mid, and I'm fairly happy with timings for the bombsites


    Let me know if you need a direct link to bsp, nav or kv files, I'm currently at work so only had access to the workshop link


    Thanks, and hi all!

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