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  3. Vaya

Posts by Vaya

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • March 28, 2016 at 5:31 PM

    does anyone else trying to give you feedback also get 5 paragraphs with bolding? fucking christ...

    RZL can be a little short in his replies but that's just because english isn't his first language- he does know what he's talking about though, I'd take onboard his advice or end up on the pile of maps that never went anywhere.

  • Are all french people of Mapcore Okay?

    • Vaya
    • March 24, 2016 at 11:46 AM

    I don't think you should take someone with the handle '1488' seriously...

  • WIP in WIP, post your level screenshots!

    • Vaya
    • March 24, 2016 at 10:29 AM

    WIP in WIP, post your level screenshots overviews!

  • [WIP] De_Wulfe

    • Vaya
    • March 22, 2016 at 5:11 PM

    only if you play sandstorm on repeat.

  • Are all french people of Mapcore Okay?

    • Vaya
    • March 22, 2016 at 11:20 AM

    Another month, another terror attack in the west. I don't like the fact that people are almost getting used to these- sure it's at the top of the news but I'm seeing less public clamor and outcry with each attack.

    Thoughts go out to any Belgians that read or post here- it must suck no longer feeling safe in your home country.

  • de_contract

    • Vaya
    • March 21, 2016 at 8:37 AM

    legionnaires disease creator?

  • [WIP] De_Wulfe

    • Vaya
    • March 18, 2016 at 2:06 PM

    same point as posted before /emoticons/[email protected] 2x" title=":P" width="15">

  • [WIP] De_Wulfe

    • Vaya
    • March 17, 2016 at 1:37 PM

    Looks like a mush of different texture sets. you need a clear theme/vision for the map and build using only that. 'A bit of this and a bit of that' will never give good results


    The outside is really gloomy too. I would add more light entities to add depth.

  • [CS:GO]de_thrill

    • Vaya
    • March 15, 2016 at 9:12 AM
    Quote from blackdog

    1 hour ago, blackdog said: Ouch, I missed this! Looks fantastic!

    Awww in my list of things to do there was a theme park map I got inspired when I visited Southend, can't come up with a layout that makes sense -_-'

    Thill works well because it's basically a standard layout with a rollercoaster running around it outside the playing area. This like the rollercoaster housing are used to split up areas and sightlines

    I guess the trick is to flavour the map with the theme - rather than dictate the layout /emoticons/[email protected] 2x" title=":)" width="15">

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Vaya
    • March 14, 2016 at 11:25 AM

    I really hope gordon is mute in it :lol:


    edit - imagine it's all in 1st person :o

  • What music have you listened to recently?

    • Vaya
    • March 14, 2016 at 10:22 AM

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  • [CS:GO]de_thrill

    • Vaya
    • March 13, 2016 at 7:26 PM

    B is looking better- my only real gripe before. We need another playtest soon :)

  • WIP in WIP, post your level screenshots!

    • Vaya
    • March 12, 2016 at 9:42 AM
    Quote from JoyousCoconut

    I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.

    Just add walls and a skybox ceiling for now- detailing comes way later. it's not like you've done 'aesthetically pleasing' floors :lol:


    You should nodraw anything that can't be seen

  • [CS:GO][WIP] de_sanchez

    • Vaya
    • March 11, 2016 at 4:51 PM

    I don't think anyone minds greyboxes. It's mainly what we test.


    Looks like you've snaked a lot of routes, is this to fix sightlines?

  • How does Valve get func_ladders to work in their maps?

    • Vaya
    • March 11, 2016 at 11:24 AM
    Quote from blackdog

    Don't they use ladder props these days? Eg cs_assault

    in the HL2 map I've started I used the entity (start-end ladder point entity + dismounts) and worked at first couple compiles… then without changing anything, became non-climbable! >:(

    The prop itself is just detailing. It'll always be wrapped in a tool brush


    Edit - 2nd point. make sure you've not turned off the toolbrush visgroup and forgot to turn it back on.. ;)

  • WIP in WIP, post your level screenshots!

    • Vaya
    • March 11, 2016 at 10:46 AM

    do you have the bsp on workshop? Looks really cool

  • Counter-Strike: Global Offensive

    • Vaya
    • March 10, 2016 at 4:27 PM

    *removes brush based destruction from map* :(


    I think it's a cool Idea but obviously comes down to implementation. I'd say you're going to need to spend more time playtesting at greybox to gather feedback- as you can see already it splits players quite a lot.


    What about de_viaduct/coffee/java/mocha though? :o

  • ATTN: New Map Makers!

    • Vaya
    • March 10, 2016 at 10:02 AM
    Quote from Aztk

    Video about CS:GO map design by WarOwl: :)

    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.
    Helpful for newbies.

    Sounds like reddits opinion condensed into 1 video. A lot of it is common sense but a lot of it is also guff.

    Tunnels is the only 'unique' area on dust2 and inferno is pretty much the same - inside or outside - I notice he omitted these as examples...

  • Mapping Community Voiceserver

    • Vaya
    • March 10, 2016 at 9:57 AM

    now we can all idle together <3

  • Hammer SDK Message

    • Vaya
    • March 8, 2016 at 10:27 AM

    I get this too. I don't think it's a big deal

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