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  3. Vaya

Posts by Vaya

  • de_jackpot[WIP]

    • Vaya
    • October 14, 2015 at 9:28 AM

    do a build with the roof hidden for the radar.


    Also - piss green lights = not a hot look ;)

  • Devblog for my map de_fortress

    • Vaya
    • October 13, 2015 at 4:20 PM

    The long route looks pointless to use and tediously long. Short has multiple angles in- long looks like a deathtrap.

    How are you designing this - are you doing any paper work? is it mainly in-editor? that's never a good idea in my opinion if so.

  • Map talk. [Help me decide]

    • Vaya
    • October 13, 2015 at 10:12 AM

    I wouldn't have the door as a *vital* point but one good to have. opening the door 15 times in a row would get tiresome and remove depth from the map rather than add it.

  • Delta Delta

    • Vaya
    • October 12, 2015 at 2:31 PM

    I wouldn't be applying a theme yet. you'll end up more focused on making the theme work than the layout

  • Counter-Strike: Global Offensive

    • Vaya
    • October 9, 2015 at 3:12 PM

    10-t trying to boost some people. 10-t failing.

  • [csgo] cs_cruise

    • Vaya
    • October 9, 2015 at 2:33 PM
    Quote from Klems

    2/3 of the map isn't playable, in fact the most visually interesting areas are walled off. There's way too much clip everywhere around the map, this make it extremely frustrating to play. There's lots of very interesting architecture but none of it is used in the layout/between sightlines/at chokepoints, essentialy it's just 3 hallways.

    Is there a playtest planned?

    There was a playtest last week.

    I'd agree about the harsh clipping ( @Skybex is already aware I'm sure as it was raised a couple times in the playtest) but the 'two 3rd's of the visible map not playable thing' is just simple logicalness so the current size of gameplay area is well timed and works for the game mode. I think it's good for a map to be 'part of something bigger' as well- helps add a sense of scale that wouldn't work for CSGO's gameplay or engine if it was in the playing area.

  • Need feedback on my new map idea

    • Vaya
    • October 7, 2015 at 1:12 PM

    'LEVELS, JERRY!'

    Keep in mind that too much vertical overlap in maps is horrific for the radar/sounds. How many ladders are you planning on having too?

    Looks interesting.

  • Far Cry Primal

    • Vaya
    • October 6, 2015 at 7:25 PM

    wait so you're not a student with a quiff in this one? wat

  • Skybox/Radar making dilemma (Hammer)

    • Vaya
    • October 6, 2015 at 9:42 AM

    can you upload the vmf and post here? I'll test it and see what happens.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • October 5, 2015 at 9:49 AM

    Main concern just now is removing some of the blockiness. Real life isn't this square :P

  • WIP in WIP, post your level screenshots!

    • Vaya
    • October 5, 2015 at 8:37 AM

    [Blocked Image: http://i.imgur.com/yvIgy2U.jpg]

    Progress is slow but I think it's heading the right way.

  • Japanese Themed Map [CS:GO]

    • Vaya
    • October 3, 2015 at 7:40 AM

    Make sure to include a floating japanese ladies head

  • [CS:GO] Tulip

    • Vaya
    • October 2, 2015 at 8:58 AM
    Quote

    I'm kind of worried that the intensity of the red light is a bit high.

    Which makes those areas (atleast from my view) kind of unpleasant to be/watch at.

    Someones never been to the redlight district. ( ͡° ͜ʖ ͡°)

  • [WIP] de_coast

    • Vaya
    • October 2, 2015 at 8:40 AM

    The update posted just after the deadline has improved the gameplay layout exponentially. I really want to see this in the game, night setting be damned ;)

  • Counter-Strike: Global Offensive

    • Vaya
    • October 2, 2015 at 8:30 AM

    saves me muting the enemy team when they start shittalking in warmup. Kind of sucks for that odd time you have a really civil game but I can see why they've done that.

  • Complex

    • Vaya
    • October 1, 2015 at 11:27 AM
    Quote

    I also worry that A-site is far too complex and too hard to retake in a competitive 5v5 game. I simply put all of the routes in too see which routes the terrorists prefers. I will adjust the routes based on gameplay feedback.

    I would suggest doing the exact opposite. Start with a really simple design and incrementally add routes as required. If you try to skip to (or past in your case..) the end layout you'll have tons of issues fixing sightlines/timings etc for a route that may well end up being ripped out- I've been there, done that. Playtesters may end up overwhelmed with options too and you'll end up in a 'wood and the trees' kind of situation in regards to feedback. That's if they get as far as playing the map, People are often put off by a complex overview...

  • Counter-Strike: Global Offensive

    • Vaya
    • October 1, 2015 at 8:58 AM

    and the rich get richer :P

    While it's fine to talk about these things I've found it pretty frustrating reading peoples posts on reddit/steam/wherever saying this was a TERRIBLE operation because they didn't make a lot of money off of it..

    When did it stop being about fun and start being a source of income? I preferred the drop/mission system for bloodhound to vanguard because my inventory didn't fill up with .01p cases.

    However there was a lot of tedious missions...Maybe it needs a move back to the comp wins + hours for the gold badge? It seemed as though players didn't bother learning the maps properly this time- they played the mission for the map and then that was that. The old wins structure (not dependent on map) rewarded players for spending the time to learn the maps.

  • References Thread

    • Vaya
    • September 30, 2015 at 11:57 AM

    http://www.buildingbutler.com


    pretty cool little tool

  • WIP(CS:GO) De_Agri

    • Vaya
    • September 29, 2015 at 12:05 PM

    I'd love to know when the T-Junction stuff comes into effect. I have A LOT of func_detail so I'm dreading it

  • What have you purchased recently?

    • Vaya
    • September 29, 2015 at 10:13 AM

    Logitech MX518/G400s or bust

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