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Posts by Vaya

  • How to build CUBEMAPS for CS:GO in 2017 [HELP]

    • Vaya
    • July 5, 2017 at 9:10 AM

    launch the game with -insecure

    type buildcubemaps in console.

    fuckn done :)

  • Brittany [Day Of Infamy]

    • Vaya
    • June 30, 2017 at 7:58 AM

    Team:


    @Terri - Assets, Environment Art and Level design

    @Vaya Level Design and scripting

    @Lizard - Environment art and Level Design


    This map started life as part of the Day of Infamy MapCore/GameBanana 2016 Contest. We took the original design, looked at NWI's feedback and tried our best to act accordingly. What resulted was a much expanded layout that added multiple new routes for both teams- opening up new options and turning 'deadzones' around the map into critical gameplay areas. The docks was expanded and visually improved to a point it changes the feel of the whole map, hopefully for the better. As DOI is still being developed we took advantage of all the cool changes as they came - world GGX shaders, Parallax textures...it all seemed to come at the perfect time to be implemented into the new build.

    Thanks to everyone that helped get this map shipped, you're all awesome people :D

    Workshop - http://steamcommunity.com/sharedfiles/fi…s/?id=956527533



  • CS_Apollo

    • Vaya
    • June 22, 2017 at 11:36 AM

    Okay a little more awake

    • This map started life as a remake of the stupidly popular DE_CPL_Mill map. My planned theme was a mexican township with references taken from the beautiful Guanajuato City. This theme seemed to be a good fit with CPL_Mills extensive underground tunnels taking the form of a crypt and cellar
    • The Idea of remaking mill ran into difficulty as I couldn't get approval from Chris Auty, the original maker of Mill. While his site states that anyone is free to remake his layouts I didn't want to investing time and effort only to run into issues later on in development.
    • At this point I decided to rework the mill layout into something new, keeping the things that made mill great fun to play while streamlining for CSGO. The underground was retained but simplified- I made attempts to integrate it more into the layout too- with options for players to quickly move between the two (I find both CPL_Mills + Tuscans pathing convoluted in a number of areas)
    • The idea was left for a while around about this point (1 or 2 months) while I finished up the DOI contest and I continued work on my long overdue DE map Valley. (:()
    • When the new operation maps were leaked and it became clear that there is a real shortage of operation-viable hostage maps I decided to see if I could rework this DE layout into a hostage map. Originally I did this while retaining the mexican theming (which wasn't much more than a textured greybox with a couple scattered props). The underground section lent itself well to a more stealthy path that could help teams flank each other. My plan here is to keep the map dynamic by giving the CTs a number of options- Terrorists shouldn't be able to comfortably hold an angle for a full round...They should have to keep thinking about what the rest of their team is doing and keep communication flowing much as you would while holding a bombsite.
    • Soon after I started speaking to @JSadones about the issues he was having with his map Link (https://migrationtest.mapcore.org/topic/19790-csgo-link/) I really liked the overall theming and the direction the detailing was going with this project but he was having real problems with the layout.
    • We decided to take this layout I'd been working on and rework it with Jel's stronger more unique theme (we have enough rustic villages in CSGO, right?) The 'satellite' part of the theme was quickly dropped as we decided to go fully into the space centre idea rather than something on the fringes.
    • @Vorontsov was brought in to handle the large technical models- I was impressed by his work on transit (https://migrationtest.mapcore.org/topic/19701-cs…#comment-430434) and we were going to need someone with this kind of skillset if we were going to do the theme right. He has already provided a number of models for the current build of the map and is working on crazy sick new stuff.

    We'll do our best to keep this thread up to date with progress. We love feedback so feel free to send any to us here, on steam or on discord. :)

  • CS_Apollo

    • Vaya
    • June 22, 2017 at 7:52 AM

    We're having a mapcore playtest today soon :) I'll post more about my plans here once I'm fully awake

  • [WIP] de_bauen (Formally known as de_construction)

    • Vaya
    • June 21, 2017 at 9:21 AM

    I would suggest giving the lighting a good pass. look at how it's set up on official levels and replicate. Is this a 'final' compile too?

  • [CS:GO] DE_Radar (WIP)

    • Vaya
    • June 19, 2017 at 2:41 PM
    Quote

    20 hours ago, 'RZL said: It's been a hard choice but I've decided that I win the contest. Unlucky to all other participants

  • de_prospect

    • Vaya
    • June 19, 2017 at 10:58 AM

    The content cannot be displayed because it is no longer available.


    I think you need to review your stairs ;)

  • De_Cypress (Beta)

    • Vaya
    • June 19, 2017 at 10:56 AM


    This screen. Its like a game finding all the weirdly used props :D


    • Bleach on the shelf behind the bar
    • Train station sign on the wall
    • magazine rack
    • garden gate on the left wall
    • clock in/out thing on the wall
    • the rake on the floor...

    The map seems to be progressing nicely but be careful how you build your scenes :P

  • What have you watched recently?

    • Vaya
    • June 19, 2017 at 10:50 AM

    Gattaca and Moon. Two stellar films. More like these please?

  • Post interesting talks / presentations / conferences

    • Vaya
    • June 18, 2017 at 12:43 PM

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Abbey

    • Vaya
    • June 3, 2017 at 11:56 AM

    Looks great! Can't wait to test it :D

  • [CS:GO] de_highlands (WIP)

    • Vaya
    • May 29, 2017 at 10:29 AM

    would you be willing to pass the project to someone else here to finish it off? it seems like a massive waste to just scrap :(

  • Mapcore's CS:GO Mapping Contest 2017

    • Vaya
    • May 24, 2017 at 12:21 PM
    Quote from grapen

    1 minute ago, grapen said: Yeah I can recollect the arguments of the two camps from the last contest, though in the end I believe you said it best, that giving exposure to the most promising maps is what is really important. At least I think you said something to that extent, please correct me if I'm wrong. :D

    If I were to bet, the winners of this contest will likely be teams of two or more who already have a layout and/or art ready to ship. Might be a dark horse out there, like @jakuza who I believe started from scratch last time? So basically more or less like last time. Not that I think that's bad, just backwards for reasons already stated. But I'll be following this with great interest, and stand ready to eat my words should I have to.

    jakuza had been playtesting royal (or streets as it was known then) for months before the contest hit. the layout didn't really take a good shape until later on though.

  • Mapcore's CS:GO Mapping Contest 2017

    • Vaya
    • May 24, 2017 at 11:25 AM
    Quote from grapen

    1 hour ago, grapen said: Unfortunate. Got very excited at first since the last released version is far from complete in the sense it's been worded. But I'll leave it at that, c'est la vie.

    I'm in the same boat. I thought I would be okay as the artpass on the map was 'temp' but these things happen

  • Mapcore's CS:GO Mapping Contest 2017

    • Vaya
    • May 24, 2017 at 10:03 AM

    That'll be another nope then :P

  • Mapcore's CS:GO Mapping Contest 2017

    • Vaya
    • May 24, 2017 at 9:40 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=580106862

    Hi Guys. Can you confirm if the above would be valid considering we were planning fully retheming and re-arting the map (sans reusing a couple of assets) and uploading as a new entry? It's the equivalent of re-greyboxing the map and building it back up in a different style.

    Thanks

  • Mapcore's CS:GO Mapping Contest 2017

    • Vaya
    • May 23, 2017 at 9:55 PM

    Nice! :D

  • What's going on with your life?

    • Vaya
    • May 23, 2017 at 10:24 AM

    bastion I'm legit throwing 100s of PC things away just now at work - keyboards included. let me know if I can do anything

  • What's going on with your life?

    • Vaya
    • May 22, 2017 at 1:57 PM

    stop using hammers to operate your PC

  • What's going on with your life?

    • Vaya
    • May 22, 2017 at 1:22 PM

    take the GPU out and try booting

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