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  3. Vaya

Posts by Vaya

  • [csgo] cs_cruise

    • Vaya
    • September 28, 2015 at 3:51 PM

    I think the triangle floor is okay in game. Might just be the angle of the dev camera..?

    The climbing wall needs something to define it better, maybe coloured hand-holdy things?

  • What's going on with your life?

    • Vaya
    • September 28, 2015 at 8:43 AM

    First time snowboarding since feburary last night. My me hurts :sad:

    Also Mcdonalds at midnight on the way back was a poor tactical choice.

  • [CS:GO] De_Croatia [Wip]

    • Vaya
    • September 26, 2015 at 8:15 PM

    nodraw as standard for new brushes and only texture the visible stuff. Future you will love you.

  • de_Underground [WIP]

    • Vaya
    • September 24, 2015 at 9:26 PM
    Quote from Quotingmc

    No, should they be?

    Arrows on the map are normally to mark out paths. A lot of the most recent community maps have started encorporating the directions into the custom signage so it might be confusing for some people...It's a minor thought, might just be something to keep in mind. Maybe use more muted colours and then use the yellow (or red) for pointing to sites?

  • de_Underground [WIP]

    • Vaya
    • September 24, 2015 at 7:52 PM

    Are the arrows pointing to bombsites? Looks nice and clean but I'd watch that...

  • What's going on with your life?

    • Vaya
    • September 23, 2015 at 8:45 PM

    man that sucks..Least you weren't hurt

  • cs_darkwalls WIP

    • Vaya
    • September 23, 2015 at 2:07 PM

    Looks decent detailing wise but the layout seems a bit too small/simple? I'd get a good layout sorted before you even think about detailing to that standard- you're giving yourself more work...

  • What music have you listened to recently?

    • Vaya
    • September 22, 2015 at 8:55 AM

    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.

    All about this album just now. Reminds me of super hang on B)

  • de_Underground [WIP]

    • Vaya
    • September 22, 2015 at 8:50 AM
    Quote from Cruckz

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

    were you running when taking these? :P

  • Metal Gear Solid 5

    • Vaya
    • September 21, 2015 at 2:44 PM

    In Fallout/Skyrim I'd argue that the million miles is the game rather than the core story itself. The story is always pretty much just a cradle for delivering the gameplay in these series..

    Weird seeing it applied to MGS though which has always been a pretty linear game though. I can see why it would be frustrating.

  • Metal Gear Solid 5

    • Vaya
    • September 21, 2015 at 1:58 PM
    Quote from FMPONE

    Uninstalled at 4% completion.

    Game is way too much work.

    How many hours was that? :|

    Edit- just looked at your steam. 8hours, crazy.

  • Mapcore Introductions Thread

    • Vaya
    • September 21, 2015 at 12:02 PM

    hello!

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • September 19, 2015 at 7:46 PM

    info in the first post. Its a URL you connect to

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • September 19, 2015 at 11:51 AM

    it's 8pm gmt. I bring a notepad and pen when I'm playtesting so I can note feedback and rough ideas of changes. @'RZL uploads a feedback txt file of submitted feedback during the playtest but not everyone submits to this. Some give feedback via voice chat etc and you might notice stuff yourself. It's also better to join the TS server as people use this as well as ingame.

    Not sure why it's hyperlinked all that but I'm too tired to try to fix it :P

  • [CS:GO] Incursion (formerly 'de_docks')

    • Vaya
    • September 19, 2015 at 9:18 AM

    I don't think it would look right without Tessellation which (as far as I know) isn't supported by source. Static with no collision (or bulletsoaking-ness) is the best shout imo - func_illusion is probably best for this

  • Counter-Strike: Global Offensive

    • Vaya
    • September 17, 2015 at 9:12 AM

    doors were fixed. Shows valve at least think about 128 tick even if they can't commit to it ingame.

    They would basically need to substantially up their server hardware and bandwidth for 128 tick across the board

  • de_Intelligence [WIP]

    • Vaya
    • September 16, 2015 at 2:46 PM

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List


    sky_cs15_daylight01_hdr
    [Blocked Image: https://developer.valvesoftware.com/w/images/thumb/1/1a/Sky_cs15_daylight01_hdr_csgo.jpg/400px-Sky_cs15_daylight01_hdr_csgo.jpg]

    use settings for de_safehouse


    The above works well as a starting point.

  • de_Intelligence [WIP]

    • Vaya
    • September 16, 2015 at 9:25 AM

    Get a Light_enviroment in your map for the outside area. you can copy from an existing map's VMF until you learn how to tweak the values.

  • Counter-Strike: Global Offensive

    • Vaya
    • September 16, 2015 at 7:45 AM

    This update is awesome. I'm sure many people on here understand that even though the first iteration of it is far from perfect it gives valve a much better framework to improve on.

    Shame about the M4A1-s though....Back to the A4 I guess ;)

  • [CS:GO] Incursion (formerly 'de_docks')

    • Vaya
    • September 15, 2015 at 4:43 PM

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_09/2015-09-15_00015.thumb.jpg.4142b8e8b593aded344cf2210ae2cf8d.jpg]

    This shelving will lead to bitty/frustrating gun battles if it's in an area of conflict. Suggest filling the middle of it with plywood so players can't see through?

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