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  3. Vaya

Posts by Vaya

  • De_Summer [WIP]

    • Vaya
    • November 7, 2014 at 2:00 PM

    Been working on this on and off since the summer (hence the name). The map is located inside of a business park with a companies servers/infrastructure being the target.


    [Blocked Image: http://i.imgur.com/6nnqbAm.jpg]


    Overview


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

    Tspawn


    [Blocked Image: http://i.imgur.com/l1GvUAU.jpg]


    Ct spawn


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


    Bombsite A (sever room with surrounding office space)


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


    Long path to B (more cover may be required)


    [Blocked Image: http://i.imgur.com/4kcdWp1.jpg]

    B site (Power generator) [Blocked Image: http://i.imgur.com/2JegdqX.jpg] T side

    Current Challenges


    - Map may be overly simple at present

    - Layout Needs to be reviewed in terms of Chokes and Spawn areas

    - Lighting that doesn't look like the map is located on the surface of the sun

    - Radar's Y axis is screwed (misaligned both top and bottom)

    - Making map look good. Currently looks like duploland

    - repeating textures make my eyes bleed.

    - Models need to be created for server racking. I've never done modelling

    - Find a better map name


    Current Risks


    - Hammer breaks my map when I add a 3d skybox (most common issue for me)

    - I find a map-breaking design issue and give up


    Hoping to get a WIP workshop link up soon so I can get some feedback before moving onto playtests.

  • [cs:go]de_twinstar

    • Vaya
    • November 7, 2014 at 1:19 PM

    I love this idea.

  • de_stupa

    • Vaya
    • November 6, 2014 at 2:35 PM

    Sketching over screenshots might help you decide changes without committing.


    The problem I have with going from a dev-block-out to a detailed area is that lines of site almost always change which creates additional design headaches


    I set myself some loose mini goals (fix detailing at B etc) and split the map into 6-8 sections to update incrementally, this has kept me ticking over without giving up. I guess it depend how you work though. I know you are super precise with getting the layout on lock first etc.

  • Counter-Strike: Global Offensive

    • Vaya
    • November 6, 2014 at 9:13 AM

    I went back to source recently. Jesus the theme of that map is weird

  • [cs:go] de_log

    • Vaya
    • November 6, 2014 at 9:08 AM

    De_forestation as suggested on reddit is still my favourite.

  • Counter-Strike: Global Offensive

    • Vaya
    • November 6, 2014 at 7:44 AM

    no operation yet. Wait officially killing me.

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • November 5, 2014 at 8:38 AM

    onebit - you should make a thread for your map

  • Counter-Strike: Global Offensive

    • Vaya
    • November 3, 2014 at 11:21 AM

    I think sound is calculated by distance alone.


    The guy is saying on reddit the floor used to be func_detail (and metal) but valve changed it to a brush? I'm pretty sure you can have metal sounding brushes though...

  • Counter-Strike: Global Offensive

    • Vaya
    • November 3, 2014 at 8:42 AM

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    I like this idea. if valve cannot fix these issues the maps will need to work around them.

  • Counter-Strike: Global Offensive

    • Vaya
    • October 31, 2014 at 4:54 PM

    isn't it thursdays? :S


    http://www.reddit.com/r/GlobalOffens…&restrict_sr=on


    (pattern unclear/cannot be bother flipping all these dates )

  • Counter-Strike: Global Offensive

    • Vaya
    • October 31, 2014 at 2:49 PM

    next week for sure. There's probably people on here that already know what's in it

  • Counter-Strike: Global Offensive

    • Vaya
    • October 30, 2014 at 8:44 AM

    Hoping that if VIP mode does happen the triggers and tools go on the workshop same day. It's like finding an untouched gold vein level design wise

  • Counter-Strike: Global Offensive

    • Vaya
    • October 30, 2014 at 8:43 AM

    CS_Italy is pretty much my main map currently (I have a friend who basically only plays this)


    The balcony hostage spawn is really unfair for the CT side (as is most of the map)


    If you start as CT and get 6-7 wins you're basically sorted.

  • Counter-Strike: Global Offensive

    • Vaya
    • October 29, 2014 at 1:04 PM

    The big rumour on reddit just now is VIP mode is being added. That would be damn cool.

  • Borderlands: The Pre-Sequel

    • Vaya
    • October 28, 2014 at 3:37 PM

    this game was disappointingly easy. Solo'd the raidboss at level 31.

  • Bruges

    • Vaya
    • October 28, 2014 at 3:35 PM

    replace them with horses

  • de_havana

    • Vaya
    • October 27, 2014 at 4:32 PM

    Can't wait for the next playtest

  • de_region (CSGO)

    • Vaya
    • October 25, 2014 at 9:20 AM

    I like the layout of this map but the texturing and prop work is a little random at times.


    You can get on the roof at B quite easily btw. not sure if intended

  • de_stupa

    • Vaya
    • October 23, 2014 at 12:05 PM

    It would be disappointing to remove a future 'visual highlight' of the map due to the potential for exploits.


    hoping the trigger works.

  • Gaming company employee threatens to kill Gabe, gets game pulled off Steam.

    • Vaya
    • October 23, 2014 at 8:32 AM

    *making mental note for getting SDK items published*

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