Consider re-releasing it to maybe get into the Workshop spotlight. Now idea how it plays yet, but looks dope!
Posts by El_Exodus
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Quote from Squad
38 minutes ago, Squad said: http://# Reveal hidden contents [Blocked Image: http://i.imgur.com/5MOfBNz.jpg]
Same picks, except for the NiP-F3 game since pyth had visa issues and is arriving tomorrow and will miss the first game.
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Sometimes i hit shots:
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I feel like the Valve csgo team should be aware of this issue. Maybe tweet to the csgo_dev Twitter account.
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Quote from cashed
6 minutes ago, cashed said: I'll be playtesting it a fair amount and tweak the lighting accordingly. Since the walls are fairly light/neutral the siloettes mostly come out fine. But I will be hot spotting more gameplay specific areas
That's true, but think about the people playing in a bright surrounding(daylight) and/or with a bad monitor. A little higher ambient light value or some fakelights won't hurt the visuals.
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I'm a bit worried by the brightness. It feels like there are some dark corners. Not very good for CS. Except for that looking pretty sexy!
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I request a .bsp. You know... for... science.

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For anybody who wants to have a look at de_nuke_zoo assets ingame, i uploaded a fast compile (still took quite a long time) for you. There might be poor lighting on some few props due to it though. If you want to compile with different settings on your own, i still heavily suggest you to use the attached .nav file since that one took way longer to create than compiling the map itself.
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I'm not sure, but that's probably just an error when decompiling due to the program being old. Just use the ladder tool texture.
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Quote from Naivi
Thank you man! Its finally working. I found out that one of problems was that when i Runned map.. via Expert compiling it didnt save,so always when i compiled it it didnt show any effect. So i tried to Compile it via Normal way + i tried props_physics_multiplayer and its working!
But like you wrote about that prop_static ... when i tried it on these windows there just become black.https://migrationtest.mapcore.org/topic/19894-cs…&comment=410536
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No idea if just converting them is possible in Terragen. I doubt it tbh. Would need to rebuild using them as reference. I don't know if i'd be able to recreate a skybox 1:1

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What kind of skybox do you want? I could try my hand at it in ~~1-2 weeks. I'm not a pro in Terragen though. But it's a cool tool to practice.
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A few updates ago tinted props in the CSGO SDK were always displayed in the correct colour in the 3D viewport. But now it seems, that they always show in the default colour no matter how they are actually tinted. Is this some kind of new bug or did i screw up some settings? I am slightly confused and annoyed by it.
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It's time for a greybox. Basic feedback might be possible by looking at the radar, but for anything else it's not really good anymore. Just do it!
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Quote from Squad
What makes you think that?
This thread: https://www.reddit.com/r/GlobalOffens…nd_inside_game/
and these containers i was talking about in an earlier post. Note the train logo on the container.
But who knows. Maybe they are skipping a map with their hints? I could easily imagine Dust 2 being set in Australia while i have trouble imagining Inferno in down under.
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It seems to be pretty much confirmed, that the next map remake by Valve will be Inferno. Alongside the fact, that the new Nuke hints Australia on some decals, it shouldn't be a surprise if Inferno is going to be set there.
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Have to agree with Fredrik, the layout looks super complicated and overdone from the radar picture. Simplify it and make it more accessible.