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  3. Klems

Posts by Klems

  • very thin objects

    • Klems
    • April 21, 2015 at 10:38 PM
    Quote from RaVaGe

    The smallest unit you can work with is 1, it's not that thin, but otherwise you have to use a 3D software and make a model...

    You don't HAVE TO make a model for something smaller than 1, but if you're working at this scale it's probably best to use a model anyway.

    You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision.

    There's rounding errors involved when you work off the grid (this includes rotations), this may cause invalid brushes and weird faces, you should avoid that as much as possible.


    But in this case if you want to make a rope you should just use keyframe_rope instead.

  • MapCore CS:GO Playtesting 4.0

    • Klems
    • April 12, 2015 at 11:18 PM

    Can I get a slot for de_bourg for the 28/04?

    I have a few changes I need to test, especially the ramp.

  • Classic/old maps waiting for revamp in CS:GO

    • Klems
    • April 5, 2015 at 10:00 PM
    Quote from laminutederire

    Not if maps are chosen randomly, I mean if you're good, you're good no matter what.


    Quote from RivFader

    I wish the voting system would be more akin to Garry's Mod, featuring a larger list, flexible voting and (iirc) a ban on the map that was played the last time for the current voting (I am looking at you, Dust 2).

    If Valve added this and actually changed up the Active Duty every season in a bigger way while continuing to improve competitive play on other maps it would lend to a far more diverse gamign experience.


    Why do you want to force maps on players? Especially horrible maps like Aztec. I understand where you're coming from (removing the last played map from the vote pool wouldn't hurt), but if people want to play Dust2 all day, let them. Casual reserve server doesn't stay full for long, there's a reason for that.

    It would be even worse for pro players, you can basically forget about strategies, great plays, teamwork, etc.


    Developpers are trying to respond to the needs of their players, nothing more. If everybody wants to play Dust2 and you're the only one hating on Dust2, it's your problem, not theirs.

    It could be worse, at least we get to play great custom maps on MM. There's still community servers if you want other maps.

  • [CS:GO] de_reato

    • Klems
    • April 5, 2015 at 12:11 AM

    Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing.

    How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how.

    I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages.

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

    • Klems
    • March 31, 2015 at 3:08 AM

    I ran around the map for a few minutes, not much to say. No real differences from the older version.


    - Always, always remove the collisions on your railings. If you don't, at least make it with a softer surfaceprop, like grate (not metal).

    - There's a saddening lack of curves in your layout.

    - Are you kidding me? http://image.noelshack.com/fichiers/2015/…03-31-00003.jpg

    - There's a bit too much clip in some places, especially the garden area.

  • Half-Life 2 Update

    • Klems
    • March 26, 2015 at 6:00 PM
    Quote from Vilham

    Cinematic mod ruins the entire aesthetic of hl2, it is a total failure of a mod, reminds me of half the graphics mods for Skyrim that add trees and plants everywhere, complete failure to understand the aesthetic and theme of certain areas.

    Nooo, you don't understand, it's meant to be a cinematic experience!!

    http://i34.tinypic.com/2m6r5hj.jpg

  • Games W.I.P Thread

    • Klems
    • March 26, 2015 at 5:47 PM

    Figured I could post this here. I haven't worked on this for a while, kinda lost my motivation, and I learned everything I could.

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    There's a solo, coop and versus mode, 4 monsters, 2 characters, 9 spells, 2 maps. A level editor is available, soundscapes ala Source Engine with DSP, localization files, fuck I can't remember most features.

    I had trouble making maps, the maps I made were either not fun to play on, or not interesting enough.

    Not only that but I got my sounds from several games (= copyrighted) so I can't put it on greenlight either.

    There isn't much needed to finish it, make a few icons, maps, etc, but especially redo most sounds.


    It's fully playable, available here http://klemss.baticle.com/book/?page=pp My highscore is around 750000.

    Yes, I removed the numbers showing up on the screen since then.

  • [csgo] cs_cruise

    • Klems
    • March 25, 2015 at 12:33 AM
    Quote from Skybex

    No, it wont be in the middle of the sea, but probably not at port either. Although not set in stone, my initial idea is to have it sailing near some nice coastal city with hopefully some nice monuments or mountains. Something like this, but I am still open to ideas so if anyone has good ref images of places I would love to see them.

    Quote

    [Blocked Image: http://fr.academic.ru/pictures/frwiki/86/Villefranche-sur-Mer.jpg][Blocked Image: http://oceansevasion.extrazimut.net/document/st-florent%20%20%5B1%5D.jpg]

    [Blocked Image: http://www.tangoabonifacio.fr/fotos/fondos/bonifacio.jpg]

    That's close to where I live, the south of France theme might a bit overused though.

  • [CS:GO] Bourg

    • Klems
    • March 24, 2015 at 6:43 PM
    Quote from FMPONE

    That tower looks really cool, dude. Maybe you could "Frenchify" it up a bit, though? Just the map in general.


    Thanks! One thing I had in mind is a deudeuche wreck filled with flowers. You can't be Frenchier than that.


    [Blocked Image: http://citroenclubduperche.free.fr/images/037epave2cv03.jpg]


    But I'm no modeler, maybe if someone kind enough can model it for me? I just need the wreck, I can go with CSGO's flowers.

    Even then I'm not sure where I should put it. Maybe in the field behind A? Bombsite A has low enough FPS as it is. It would be a shame not using it in a more important place.


    I'll see if I can put more french signs or graffitis.

  • [CS:GO] Bourg

    • Klems
    • March 24, 2015 at 3:49 PM

    This map will be playtested on reddit community night in a few hours. Feel free to join!

    http://www.reddit.com/r/GlobalOffens…st_followed_by/


    As a side note, I recently added a tower above window, to serve as a landmark and to allow easy smoke throws.


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/37495579394410084/79948DE2FA412ED48F829B18ED96DC570EA4CBE4/637x358.resizedimage]


    There's a blockbullet funnel above the window so you can consistently smoke off the window area. All you have to do is aim for the slit, just like your first time!

    I'm wondering if the marking will be enough. A secret doesn't stay secret for long in a multiplayer map anyway.

  • [CS:GO] de_carrier

    • Klems
    • March 23, 2015 at 10:46 PM

    Funny cause I also wanted to make a boat map at some point. There's stuff to be done with this theme, like tilting the camera when the bomb explode to simulate the sinking, or adding a helicopter in the skybox ala Aztec for the CTs, or similarly with a smaller boat.
    But to be honest I was just looking for an excuse to put the somali pirates in a map.

  • [CSGO] surf_edge (help)

    • Klems
    • March 20, 2015 at 11:34 PM

    This probably have to do with the cascaded shadows (sun shadows), you can tell because of the square around the camera.

    Add an env_cascade_light into your map and try tweaking its values.

  • Testers needed for Private Beta (Transmissions : Element 120)

    • Klems
    • March 19, 2015 at 12:08 AM
    Quote

    The modified gravity gun is so powerful and spammable, the only incentive not to use it everytime and everywhere is the annoying screen deformation effect. Not that it didn't stopped me, mind you. You should just remove the other weapons, they're completely useless in this current state.

    As for the weapon itself, it's basically an unlimited ammo rocket launcher with no self damage, kinda absurd when you think about it. I like the fact that you can rocket jump. As a Quake player I used this everywhere I could. I probably skipped a third of the content because of this.


    I think you can make something more elegant with this. Less combats, more puzzles, more plateforming. It looks like you weren't sure where you were going. Maybe do something with the secondary fire, like bouncing orbs, I dunno.


    I have mixed feelings about the last part. It was fun because it was so open, you could jump anywhere and blow shit apart. It was also extremely bland and boring to play as you could just jump on a roof and bomb everyone on the ground. Strider aren't really fun to fight, especially with a weapon like this. I wish I had the time to explore the last part and explode everything by myself, this would have been way funnier than this.

    At least in the zombie assault I had an incentive to rocket jump around, zombies are close range so you have to keep moving. I almost got caught at some point. It was a bit chaotic.


    Some weapons are so powerful even throwing a bazillion of ennemies at you doesn't change anything. This is the case here.


    I wasn't sure what I had to do in some part, like the hidden switch for instance. The only reason I found it was because I resorted to spamming my use key everywhere. Also the zombies in the next part, why do you need to put so many of them? The same result could be achieved with only 3 or 4. I got through that part because the zombies glitched and stopped moving.

    And dear god change your generator looping sound.

    Display More


    Apart from the gameplay and gimmicky mechanics, the rest is really good. The maps are really pretty and the engine modifications are impressive.

    Also I see what you did there

  • [CS:GO][WiP] cs_opera

    • Klems
    • March 17, 2015 at 5:01 PM
    Quote from Seldoon182

    I wish you can find a 3D modeler to embed da GIGN truck in your map.


    Meh... I wish I had a modeler

    [Blocked Image: http://image.noelshack.com/minis/2015/12/1426611680-2015-03-15-00008.png]

  • WIP in WIP, post your level screenshots!

    • Klems
    • March 15, 2015 at 3:53 AM

    Now with 100% more hurg

    [Blocked Image: http://image.noelshack.com/minis/2015/11/1426391516-2015-03-15-00001.png]

  • [CS:GO] Bourg

    • Klems
    • March 11, 2015 at 3:08 PM

    Thanks for the comments !


    Moroes: Where? Was it after an alt-tab on Windows? It can cause these issues.


    onebit: you're the greatest person on Mapcore right now. The first 2 positions where the bomb is stuck, you can go alone with a trickjump, but I'm wondering if I should put a trigger_bomb_reset on top of it.


    Squad: I wanted to schedule a playtest after the release but this month is so busy

  • [CSGO] Good map rotation times

    • Klems
    • March 10, 2015 at 4:26 PM

    Well, it depends on the map. Usually, lower than 10 is a bit too fast, bigger than 20 is really too much.


    It's mainly a balance problem, the time itself isn't that important (as long as it's not absurd).

    Stick with the "risk = reward" formula. If both teams rotate through their spawns (= safe), the CTs should have the advantage. However, if the Ts are in control of the map (= risk), then they should have the advantage.

    See: middle on Dust2, banana on Inferno, vents on Nuke, etc.

  • [CS:GO] Bourg

    • Klems
    • March 8, 2015 at 6:09 PM

    A group of crypto-anarchists were discovered and are now trying to cover their ties to a corrupt organization.

    A fast-paced, bomb defusal map set in the French countryside. Designed for competitive play.

    The skybox is entirely open, allowing crazy nade to be thrown, and there are lots of very powerful wallbangs. The visibility is good, and footsteps are easy to locate, thanks to the different floor materials added through the map.


    Download at Steam Workshop


    [Blocked Image: http://i.imgur.com/Lq4kU5v.jpg]

    [Blocked Image: http://i.imgur.com/830LUYf.jpg]

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

    [Blocked Image: http://i.imgur.com/upvGao0.jpg]

  • Combat Encounter Design

    • Klems
    • March 4, 2015 at 8:57 PM

    Combats is only a fraction of what makes HL2 a great game. Both of the links you posted is about cover-based shooters, which HL2 isn't.

    I'm not saying you can't make this work, but I think it's a bit counter-productive to focus on combats in an HL2 map.

    Must see if you're making an HL2 map

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  • CounterStrike - Clipping Texture

    • Klems
    • February 27, 2015 at 4:14 PM

    I've used blockbullets and it works the way it should (it blocks all bullets, duh). It was inside a normal func_detail to make it impenetrable though.

    EDIT: I've retested properly and it doesn't seem to work. I think you can block bullets with a nodraw brush though but i'm not sure.

    If the bullet enter a proper material but exit through a nodraw surface it won't penetrate.


    Player clip and clip both block the bomb for obvious reasons. If you want to block the bomb but not players you can use a func_clipvphysics, but be careful you can't get the bomb stuck.

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