Please tell me you didn't abandon this project. I really liked it!
Posts by El_Exodus
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Quote from Squad
Love the env_sun in this one

Thanks again for helping
Quote from tommlooks amazing, any good resources on how to get something similar?
http://planetside.co.uk/products/download-terragen-3/
https://developer.valvesoftware.com/wiki/2D_skybox
https://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen
These links and fiddling around in the program. I didn't get the render script to work. Typed in the values manually.
Edit: Free version is limited to 900px renders. I upscaled them to 1024 afterwards. Worked out fine

Late Edit: Psyrius made a great tutorial about this! https://migrationtest.mapcore.org/topic/19547-tu…kybox-for-csgo/
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I created a custom skybox for the map. No idea if it's final or not. Pretty happy for the first try.

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Haven't had a run around your map yet, but a small tip for the presentation of your map: Use the command cl_leveloverview (value between 3 and 6 should be fine) to show your layout off better.
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Quote from NihiL
Yeah, how to make models for Hammer/Source is often requested. And I CAN do it (have done it in the past in de_spice) but it's a very lengthy and difficult process. Plus it requires 3DS MAX which is very expensive and I don't think a lot of people have access to it... Hmmm, not sure. Other opinions? Would it be worth it to make an episode on that anyways? Other ideas?
DO IT!

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The map has been submitted to be tested tomorrow. Hopefully the changes paid off. The radar should also have a much better readability than in the playtest back in October.
Screenshots+radar:
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Quote from TomatoDisplay More
Well it has spawns, I know how to make a working radar and how to pack the custom content.
For optimization i'm not so sure. I've never looked into that, but I guess while the map is still quite simple it doesn't need much optimization.
About the clipping:
I clipped some spots where you should get over while jumping on your own.
I clipped spots where the bomb would get stuck.
But there are spots (walls) where you can boost ur friend on or throw the bomb over.If a player has some common sense, he would know that isn't a spot he should boost or throw the bomb,
Is it necessary to clip those spots too?
-Greyboxes need only little optimization, but if you skip this by 100% it might be unplayable on some PCs.
-Just avoid selfboosts so nobody is able to get out of the map on their own.
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Quote from Tomato
If my map is still greyboxed and not detailed, but the layout is set and most of the basic principles of the map are there, can I submit it for a test then?
A map doesn't have to be detailed to be tested. You need:
-At least 10 spawns per team
-Basic optimization so it runs on every PC
-Working Radar
-Custom content packed
-Basic clippingBasically it just has to be in a playable state so valuable testing is possible.
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7058 numportals before optimization. Just looked at it myself as well

Edit: You can cut down your portals a LOT more since you currently have a hollow skybox surrounding your map. The whole space below your map can be closed off. It's worth the time since it's saving you a ton of compile time.
Edit 2:
http://www.optimization.interlopers.net/index.php?chapter=notices
https://developer.valvesoftware.com/wiki/Skybox_Optimization
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Too many numportals. Optimize! (func_detail)
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I heavily suggest you to read will2k's optimization paper which Squad linked in the other thread. I just had a short walk around your map and used r_drawfuncdetail 0. It really looks like you func_detailed brushes without really knowing when you should do that and when not. A lot vis blocking brushes were set to func_detail and a lot which should be, weren't. Optimization is still mediocre on your map. Usually i get 240fps+ on fully detailed maps (using fps_max 241) and on your map i have only 120fps very often. There is plenty to do

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8395 numportals are a lot! Invest time for optimizing the map. Set more non vis blocking brushes as func_detail. Maybe the issue will be resolved once you've done this.
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Playtest soon™ :v
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Quote from leplubodeslapin
@clankill3r You are not really supposed to take a screenshot from Google Street View and post it in this topic !
Just kidding it looks really great, what engine are you using to get such an accurate lighting ? Some windows pattern are a little bit repetitive, but it's alright. Good job
it actually IS a pic
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Quote from spaly
What else should I have done in your opinion? Should I have built a new palace on B or what? Short maps are meant to be roughly the same, with the pathways to one bombsite removed, and all props placed "nooby" as you call it, are there to provide cover for T's, make the short ranged Demolition weapons useable and generally balance the map as far as it goes.
This comment is a bit rude and not useful at all, because you just chose to say " this sucks " and "you didn't place brushes", instead of saying what to do better.
I knew i would regret my comment. I guess i have to stop browsing Mapcore when coming home drunk after being in a pub.

I'm apologizing for the rudeness and unconstructiveness in my post. Mapcore is not the place to be like that.I'm now trying to do better:
The excessive usage of props - often not fitting to the environment - makes maps look cheap and as if not enough effort went into the creation of them. That's a pretty common mistake i see when browsing the CS:GO Workshop. Unfortunately your map contains this in several places. Especially where you tried to block the routes. Let's look towards the A bombsite. The chosen props look random and don't fit to the closer environment. Therefore it looks unnatural and messy. For example the random concrete barriers and rocks blocking the entry to the palace in front of A. How did they get there? Are these models plausible in this location? Maps don't always have to be realistic, but that doesn't mean you should place random props to block such iconic paths. The already mentioned Truck in lower mid and the blocked connector also add to the messy look.
This leads me to the next point: Why did you change so much of the B site and paths leading to it? Short[...] maps offer the experience of a popular defusal map cut down to only one of the two bombsites for fast action and a more casual and fun gameplay. Sometimes 1-2 new connectors are needed to give both teams enough to work with while still offering a similar experience as the main versions of said maps. In your approach of the map you deleted, added and changed so much of the features which make Mirage and its B bombsite what it is. Why did you delete the van? Why is there so much cover added to B short? Why is there suddenly a door leading towards window? So much of the typical Mirage experience changed, you'd be better off creating a new layout rather than taking the atmosphere away from the map.
So what to do better?
Stop the excessive usage of props and think about the plausability of having them. Do they fit? Is the map benefiting from the existence of these props?
Don't try to create a Demolition version of a map while taking away all its features and atmosphere. Sometimes less is more.
Instead of simply blocking the paths towards the not used bombsite with random props, build something new(with brushes and less props). It makes the map feel more natural and less messy. It doesn't have to be complicated, it should just look plausible. Look how simple Valve did it on Shorttrain.
I hope i've been more constructive now, i apologize again for being that person. Everybody started somewhere and i should've known better.
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way too expensive to be successful. a lot of potential customers just can't buy it because fo the price tag.
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First of all: I appreciate the presentation of your map! Good job on that.
Now to the map itself:
-Definitely shorten the T->B path. It looks like it's way too long atm. Try to save the Terrorists 3 seconds on the way to the bombsite. The 4 second advantage by the CTs is a little much atm imho. You could use bot_show_battlefront 1 to highlight the meeting points for researching purposes.
-Maybe move both spawns closer to the center of the map to save further ~2 seconds without influencing the meeting points. This is not a must, just a suggestion how to bring the action a little faster into a round.
-Is it just me or does it look like the rotation times are pretty long? Atm it looks like ~20 seconds to me. A bit like on Season. If this is true, try to push them down to about ~15 seconds so rotating CTs actually have a chance to win the round.
Can't really say much more about the layout without actually checking it out ingame. I recommend you to playtest the map soon, because it looks like some fixes are needed regarding paths and timings. Already looks like a solid layout to work with!
Edit: The radar in your Workshop version is not aligned. Looks like you got a typo in the radar.txt
Edit 2: Some of the sightlines are very long. Try to shorten them.
Edit 3: Tbh, i dislike the boost on the T side of mid. Doesn't add much value to the gameplay and it's a rather annoying feature.
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Tell us if you find something!
