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  3. El_Exodus

Posts by El_Exodus

  • [CS:GO][WIP] de_arizona (Motel) - Source files available

    • El_Exodus
    • February 13, 2015 at 10:12 PM

    I like it! Was very nice ingame.


    -But there were a bit too many spots to check in mid. I think it'll be nice if some of them would get removed.

    -The lighting could also be a bit better.

    -I didn't use the vent once, i don't really think it's needed for the map.

    -I have more feedback for you here: imgur.com/a/he4wX


    Keep it going!


    €: One more thing: Cover with 64 unit height sucks. It'll be better to use slightly bigger or smaller ones.

  • WIP in WIP, post your level screenshots!

    • El_Exodus
    • February 13, 2015 at 5:01 AM

    Boy, that brushwork looks damn nice!

  • CounterStrike - Clipping Texture

    • El_Exodus
    • February 11, 2015 at 4:14 PM
    Quote from Squad

    But the blockbullets doesn't work like they should. The name suggests it block bullets, so thickness shouldn't even matter for in this case.

    Yeah, you're right. It would be nice, if Valve would fix this.

  • CounterStrike - Clipping Texture

    • El_Exodus
    • February 11, 2015 at 3:40 PM
    Quote from Squad

    Blockbullets blocks nades ... and that's about it. You shouldn't use it to block bullets. It's either very buggy, or it simply doesn't work.

    Isn't it dependent on the thickness of the brush?

  • Mapcore Introductions Thread

    • El_Exodus
    • February 10, 2015 at 11:18 AM

    Joined the Core last year and haven't introduced myself. I think it's time


    I've always been interested to look behind the scenes of the creation of games. I love to see WIP stuff and the process of shaping games and especially levels. I think the 1st time when i got into this a bit more, was in the beta of BF2142 Northern Strike, where i had a lot of fun. Though i was always interestes in game creation, i never created anything myself. Until last year when i installed the CSGO SDK and watched tutorials and began creating a map. This was about the time when i searched for feedback because i had no idea what i was doing, and if that was right or not. I felt a bit like this doge and signed up here.


    [Blocked Image: http://i3.kym-cdn.com/photos/images/newsfeed/000/234/142/196.jpg]


    Time passed by and i pretty much stopped working on the map because i'm missing my concept for the map. I'm not really supporting my own idea anymore and lost the motivation for it because of that. But i started participating in the MC playtests which i really enjoy! It's just a funtime to play heavy WIP maps which such cool guys from the Core. Without you it wouldn't be that fun! So here i am, giving feedback, sometimes mapping a bit, enjoying the EOT and the presence of so many cool and talented people.


    Came for feedback, stayed for everything else. Keep it rollin', Hurgs!

  • de_zoo

    • El_Exodus
    • February 10, 2015 at 9:03 AM

    Since you released it, i had another walk around the map and found some more stuff I created another Imgur album of it for ez visibility:

    http://imgur.com/a/WJwmX

  • St. Mary [CS:GO]

    • El_Exodus
    • February 10, 2015 at 8:22 AM

    I had a quick walk on your map now. I really like the look of it. It feels like a nice combination of Cobble and Inferno. Still feels fresh.


    I don't know how the layout plays, but i still have some gameplay feedback for the map. A site is crowded with OP defending spots. I see already, that it will be almost impossible to defend the site as soon as the bomb is planted. The B tunnels feel like a labyrinth, because everything looks more or less the same. I walked like 30 minutes around the map and i still feel lost down there.


    There are also a ton of boost spots which are probably not intended. The clipping is bad. There are so many bomb griefing spots, that i stopped searching them all, because it's over 9000. The map needs definitely another clipping pass.


    My suggestion for you: Remove at least half of the OP defending spots on A. Walk around the map with r_drawclipbrushes 2 and look for all the spots which need to be clipped and clip clip clip. Get rid of some corners where people can hide. There are already so many intended hiding spots on the map, that it doesn't need these small additional spots. For example the one at the arch between long A and Apps.

    I also created an Imgur album with some more feedback for you. Hope it helps.


    http://imgur.com/a/dQmVg

  • Sleep

    • El_Exodus
    • February 10, 2015 at 6:58 AM

    Body pls... Woke up at 5 am after not even 5h of sleep. Enough time to be productive today, i guess.

  • Battlefield Hardline

    • El_Exodus
    • February 8, 2015 at 10:47 PM

    I don't know, the gameplay of BFH just doesn't get me. I hardly have any fun. I'll stick to BF4.

  • de_zoo

    • El_Exodus
    • February 8, 2015 at 3:54 PM

    Great! Finally a release

  • CounterStrike - Clipping Texture

    • El_Exodus
    • February 7, 2015 at 3:09 AM

    While we are at it: Is the "Block Bullets" texture also blocking nades? I always want to throw nades bouncing of stairs like on ramps, but instead, they come back to me I'd really like to be able to do that.

  • CounterStrike - Clipping Texture

    • El_Exodus
    • February 6, 2015 at 10:36 PM

    Clips are not blocking bullets. You can also throw your weapon through them. But Clips are blocking the C4 for example. The only difference between Player_Clip and Clip is, that one is blocking bots and the other one not.

  • CounterStrike - Clipping Texture

    • El_Exodus
    • February 6, 2015 at 9:28 PM
    Quote from blackdog

    Player clipping is important in every game because prevents the player to get stuck, in frantic situations as well as careful movement.


    Considering how much you backtrack without looking in CS (or most of shooters), smoothing minor corners/edges is important.


    Or what did I miss?

    It's been about the difference of those 2 clip brushes It's obvious that games need those to work smooth.

  • CS:GO Workshop: Weapon Finishes

    • El_Exodus
    • February 5, 2015 at 2:28 PM

    Nvidia

  • Post Your Pic Extravaganza

    • El_Exodus
    • February 5, 2015 at 2:26 PM

    I love my Lib My old one was a sloppy thing, but the Lib is harder, faster and has a C2BTX shape which really fits my style of boarding and is a lot of fun. I think it's from 2013. But i doubt i'll make it this winter. I have exams until early march


    http://www.lib-tech.com/snowboarding/technology/


    [Blocked Image: http://abload.de/img/img_20131221_02593712e1ued.jpg]

  • Post Your Pic Extravaganza

    • El_Exodus
    • February 5, 2015 at 1:36 PM

    Damn you guys.. I have a Libtech board sitting in my room and i didn't manage to go boarding once, this winter :< I'm so jealous right now.

  • CS:GO Workshop: Weapon Finishes

    • El_Exodus
    • February 5, 2015 at 10:49 AM
    Quote from Anth

    Messing around with textures and Photoshop decided to die. I took the results and threw them in the weapon finish tool for fun.

    [photos]

    Already played with one of these

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

  • [CS:GO][WIP] de_arizona (Motel) - Source files available

    • El_Exodus
    • February 5, 2015 at 7:48 AM

    I'm just curious why there are 2 random crates of nuclear waste behind a motel What about some Anti-Drug terrorists which want to destroy pickups loaded with tons of meth(made by Heisenberg ofc) and some corrupt cops who want to stop them doing so? This would kinda fit the theme

  • Sleep

    • El_Exodus
    • February 5, 2015 at 7:40 AM

    Haven't slept a single minute tonight. Well, i might fix my rhythm today. Left my bed yesterday at 5pm^^

  • [CS:GO]de_zoo

    • El_Exodus
    • February 4, 2015 at 3:10 AM
    Quote from Squad


    Can I say something a little controversial here?


    I don't like the signs :X I also don't like that they're attached to a light-post pole type of thing. I think it will annoy players, and it doesn't look too sharp either. Furthermore, I don't think they actually would aid in player navigation since they're so overwhelming to look at.


    I think a simple plaque and/or something attached to a nearby wall would be far superior.


    The idea behind the signs was generally this: players should only take into account the red signs (A and B), the others are just eyecandy/ambient atmosphere.

    The idea is nice, but it's confusing then, that there are more colors than just red and white. So people won't actually notice the meaning of it.

    What i don't like about the signs is the placement of the one next to CT spawn. When rotating, you hate every little piece which is in your way. And this one kinda is. I'd move it closer to the wall instead.


    Some other nitpicky thing: The restroom sign next to T spawn is confusing me with its direction. There is a closer restroom hut behind the pickup there (If i remember correctly)

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