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  3. Vaya

Posts by Vaya

  • [WIP] de_thorium

    • Vaya
    • September 14, 2015 at 9:34 AM

    are you using the right res? It's pretty much impossible for them to be off...

  • cs_shichang

    • Vaya
    • September 11, 2015 at 3:44 PM

    I think that looks a lot better. I understand where plubo is coming from though..maybe we need to playtest? ;)

  • [WIP] DE_BOURG

    • Vaya
    • September 11, 2015 at 3:30 PM

    - Added pirate flag in B.


    YES


    Edit - other changes look good too ;)

  • ITT: Post maps/scenes that never saw the light of the day.

    • Vaya
    • September 11, 2015 at 10:19 AM
    Quote from VIOLATION

    Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.

    you need to find a gameplay guy to collaborate with :) there's a lot of people on here that are the inverse of you- like doing layouts but suck at detailing.

  • MapCore Job Census

    • Vaya
    • September 10, 2015 at 2:48 PM
    Quote from poLemin

    I finally started at my new employer Bongfish to create games for RedBull! I'm so excited!!!

    Awesome! Stoked:BA is one of my favourite games.

  • [CS:GO] de_stars

    • Vaya
    • September 10, 2015 at 1:22 PM

    I like the look of it. Custom posters are a nice touch too.

  • cs_shichang

    • Vaya
    • September 9, 2015 at 5:03 PM
    Quote from leplubodeslapin

    It's like the worst readability possible for a CS:GO map... :/

    Only if you don't use the streetlights etc enough.

    https://www.flickr.com/photos/marcusuke/4808438843

    ground here is v. visable , yeah?

  • cs_shichang

    • Vaya
    • September 9, 2015 at 11:50 AM

    I'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs:


    [Blocked Image: https://hiddengemgames.files.wordpress.com/2015/04/sleeping-dogs-3.jpeg]

  • [WIP] DE_SECRET

    • Vaya
    • September 9, 2015 at 9:38 AM
    Quote

    Bombsite B, as well as T (left) and CT (right) catwalks above. Gunfights between the two catwalks are fun and one of the most distinct gameplay features, but I am concerned that some players might find it visually a bit too cluttered in the heat of action. I'll await feedback and rethink the visual design if necessary.

    I think you should board up/block out the two outside windows on each side to reduce the initial peek angle and distance.

  • [WIP] de_thorium

    • Vaya
    • September 8, 2015 at 10:01 AM

    you have a lot of double doors. think of other ways of breaking line of sight..


    Go here for a radar. Follow this exactly and you can't go wrong.

    https://developer.valvesoftware.com/wiki/Creating_a_working_mini-map

  • WIP in WIP, post your level screenshots!

    • Vaya
    • September 7, 2015 at 6:32 PM
    Quote from gav

    Yep. Fat fingers were no help ?

    you wont get much feedback here btw. much better making a separate topic. This is just for screenshots :)

  • WIP in WIP, post your level screenshots!

    • Vaya
    • September 7, 2015 at 3:30 PM
    Quote from gav

    Hullo .

    I am just about to resubmit a workshop map , hoping its the last time. [url='']http://de_3rdstrike[/url]

    Cant really add to many screens ATM as im at work on my phone.

    think you meant to post this? http://steamcommunity.com/sharedfiles/fi…s/?id=477044277

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • September 7, 2015 at 3:06 PM

    Make a WIP thread in the 3d section with a workshop link, screenshots/overview etc and you can get feedback before a full playtest :)

  • WIP in WIP, post your level screenshots!

    • Vaya
    • September 7, 2015 at 11:03 AM
    Quote from RivFader

    Looks amazing compared to the Heat remake already on the workshop that mostly just uses Valve textures. Can't wait to play it!

    Thats the map mr.p is remaking, he made the original csgo version - now he's doing some pioneer shit and making stuff in the source2 sdk and importing to source 1

  • What have you watched recently?

    • Vaya
    • September 7, 2015 at 9:09 AM

    I've watched 16 episodes of that Gotham show in the last 2 days. Not sure why as it's not exactly amazing.

    Why are all shows taking queues from Game of Thrones by the way? Woman in the last episode scooped out her own eye with a spoon...

  • de_royal (previously de_street)

    • Vaya
    • September 6, 2015 at 6:06 PM
    Quote from jakuza

    Thanks! I see I've got my work cut out for me.

    Thanks man. These are great, but I think I kinda shot myself in the foot setting this map in the winter...

    A little, yes. Winter here isn't that harsh so that giant snow displacement at B looks a little out of place :P

    I think you can use some of these to make some areas feel more unique though..Take @FMPONE's highlighed areas of needing work..apply some more uniqueness to these using these references (I'm really surprised you don't have 1 church, there's like 100000 of them here) and the overall feeling of the map should improve

  • de_royal (previously de_street)

    • Vaya
    • September 6, 2015 at 11:39 AM

    https://www.dropbox.com/s/l3eo89e8kyznxqg/royal refs.zip?dl=0

    Dropbox link of 100+ references- I took these this morning and the sun/shadow wrecked a couple of them. Hopefully you find some use in these...

  • de_royal (previously de_street)

    • Vaya
    • September 5, 2015 at 12:38 PM

    I think that mound should be removed. Looks very out of place. There's no sign of snow on the roof..

  • CS:GO EMPIRE

    • Vaya
    • September 5, 2015 at 12:25 PM

    The map has a lot of thin walls that mid lead to unintentional wallbang spots. a lot of cover on the outside (left hand area from tside) was like this (green)

    was pretty brutal for CTs cutting in behind too terrorists trying to set up too (this didn't happen in the 5vs5 we had a couple weeks ago) I can only see this getting worse as more people learn the map. I suggest looking at nuke again for a way to circumvent this- the terrorists have the elevated room area near their spawn as a strong place to hold. While I'm not saying you copy this verbatim you can probably do something to strengthen the Ts control of the highlighted area (red)


  • [WIP] de_coast

    • Vaya
    • September 4, 2015 at 10:16 PM

    http://i.imgur.com/CW6pI7O.jpg

    http://i.imgur.com/dQe5DOc.jpg

    This spot here should be fully removed. or at least remove the area behind the crates so terrorists don't have to fully commit to a peek.


    http://i.imgur.com/cRipZlX.jpg

    headpeek on mid. CT side abused the fuck outta this


    Edit- the fountain on the path to B- the bomb got stuck in here. fill with a invisible brush.

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