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  3. Vaya

Posts by Vaya

  • [CS:GO][WIP] de_yard

    • Vaya
    • July 28, 2015 at 2:37 PM

    yes you need to nerf @'RZL on this map who pushed apps and killed like 40 of us every round.

  • [CS:GO][WIP] de_yard

    • Vaya
    • July 28, 2015 at 10:35 AM

    not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.

  • de_rundown (wip)

    • Vaya
    • July 28, 2015 at 7:45 AM

    Looks pretty cool from the screenshots. Visibility might be bad though - foliage + dark areas + busy areas = rip readability. Be mindful of this :)

  • [WIP] Cs_Rime - Hostage Map (Official Renamed)

    • Vaya
    • July 27, 2015 at 3:34 PM

    Have you done any playtesting yet on this one? Looks super far forward detailing wise but if it's anything like insertion it'll need *precise* placement of doors/brushes/cover etc to work

  • ATTN: New Map Makers!

    • Vaya
    • July 26, 2015 at 7:46 PM
    Quote from Quotingmc

    I have to agree. The maps that get the most comments are always the mostly finished ones. I thought a site just for mappers would maybe be a little les biased towards the maps that look great. I would think that more feedback would be given to the maps that need it, not the ones that are near enough finished.

    Best way to get a slew of feedback is to submit it for a 10vs10 playtest. There's over 100 threads in here so if you (the mapper- not you personally) aren't doing something to standout --ANYTHING-- you will be lost in an ocean of other greybox maps. If you just post a thread and it doesn't have enough decent screenshots you're basically committing yourself to nothing- who is going to spend the time downloading and running your map if you tell and show them nothing of it?

    If you get a playtest slot you will always get feedback about your layout. If people find the layout interesting as well then future forum posts will get a reaction.

  • Black props

    • Vaya
    • July 26, 2015 at 9:32 AM

    https://developer.valvesoftware.com/wiki/Pakrat is the standard way

  • [WIP] de_alps

    • Vaya
    • July 25, 2015 at 3:20 PM

    Great to hear. I was worried you had been totally turned off mapping after the last playtest :)

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

    • Vaya
    • July 25, 2015 at 2:41 PM

    There's no real vehicle for source 2.

    Hl3 is still happening, I believe!

  • ATTN: New Map Makers!

    • Vaya
    • July 25, 2015 at 8:59 AM
    Quote from crowbAr

    I don`t know where to put this, so I will just put it here: you promoted this contest with playtesting support, which was the only reason I was excited to participate in this contest. The playtesting page says "first come first serve", yeah nice, but at the same time there is an approval stage anyway. I can understand that you don`t want to playtest 500 orange-/greybox maps, but I applied my map for playtesting which already is more advanced than that stage. Besides playtesting in the orange-/greybox stage makes more sense in my opinion. If you playtest only finished maps then whats the point? Those are already playtested, they have a big lead in this contest already, you make the rich people richer.

    Now after this little rant I don`t know if I want to continue to work on my map, because I have no idea if it will work or not, and in a contest of this caliber I HAVE to know if the map works, otherwise I am wasting my time (yeah yeah learning by doing, learning from mistakes, experience blabla).

    If my map suddenly DOES get accepted for playtesting it will be an awkward situation I think after this rant, sounds like I am a mad little kid, so I just say I don`t want it anymore and will (maybe) abandon my map, not that it will have any impact, but I just hope you care about the contest participants... At the moment the contest just feels like a big attention magnet to get some attention on the biggest, best maps and this website and get the best map possible by refining and iterating over the already established maps (which makes sense for the game's and developer's sake and reputation of this website)

    https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/ 10vs10 playtesting here. I can't comment on reddit's playtesting style- I think it's only really good for mappers that are at the stage of tweaking cover/optimisation rather than grayboxes to be honest.

  • t-junction issues

    • Vaya
    • July 24, 2015 at 2:01 PM

    make a separate .vmf with the brush work, your environment lighting entities, skybox settings and a spawn set roughly the correct distance away.


    It's a nasty way of doing it that you're attempting. this is the best 'fix' I can think of

  • What's going on with your life?

    • Vaya
    • July 24, 2015 at 1:13 PM

    keep looking and cross fingers :)

  • t-junction issues

    • Vaya
    • July 24, 2015 at 1:06 PM

    a properly created skybox doesn't affect vis at all so I don't see how it would. The brush stuctures could be reduced to 1/16 size in a properly created 3d sky.

  • t-junction issues

    • Vaya
    • July 24, 2015 at 12:42 PM
    Quote from Scoots1m

    The playable area does work, its mostly the skybox that causes the issues.

    So simplify and remove this brushwork for now. Prefab your skybox brushwork and delete so you can fix the main body of the map.

  • t-junction issues

    • Vaya
    • July 24, 2015 at 11:41 AM

    remove the skybox building for now- get the playable area fixed then you can re-review the skybox :)

  • t-junction issues

    • Vaya
    • July 24, 2015 at 11:00 AM

    [Blocked Image: http://i.imgur.com/N5WhlCR.gif]

    that's a crazy amount of funct_detail. maybe pre-fab and remove anything not in the gameplay area for now?

  • What music have you listened to recently?

    • Vaya
    • July 24, 2015 at 10:45 AM

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  • [CS:GO] de_dash

    • Vaya
    • July 23, 2015 at 4:37 PM

    http://wordassociations.net/search?hl=en&q=dash&button=Search

    de_mustard incoming

  • Counter-Strike: Global Offensive

    • Vaya
    • July 23, 2015 at 4:16 PM

    my favourite overwatch case so far is where a cheater watched someone on the other team suicide through a couple walls on vertigo. Played totally normally apart from that...

  • Counter-Strike: Global Offensive

    • Vaya
    • July 23, 2015 at 9:49 AM

    even if it's someone you get on with really well google the version number and download from the company directly (obviously using common sense to check for dodgy sites)


    teamspeaks url is never going to be teemspeek.botnet.ru :D

  • [CS:GO] de_highlands (WIP)

    • Vaya
    • July 22, 2015 at 3:54 PM

    http://steamcommunity.com/market/listings/730/Sticker | Windy Walking Club


    regarding the flag- this is in the game just now

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