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  3. Vaya

Posts by Vaya

  • [CS:GO] de_highlands (WIP)

    • Vaya
    • July 22, 2015 at 3:51 PM

    when it comes to visibility too don't be afraid to use bright primary colours like the below:

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

    it's quite common 'up north' - image above is from the isle of mull if you want to find better references. The walls are pebbledashed and then painted.

  • [WIP] De_Dynasty

    • Vaya
    • July 22, 2015 at 11:35 AM

    It felt like a lot of the areas were designed *just* to push a certain visual idea- stones in the water- little bridges and tranquil gardens etc - at the detraction of map flow and general gameplay.

    • The map was confusing layout wise even a couple of rounds in - I was leaving CT spawn thinking to myself 'this SEEMS like the same path I took before, not 100% sure though.
    • Pathing is weird in general- look at the orange route in jacks SS above, WTF is going on there?
    • Too easy to meet Ts in a way they weren't expecting. Sideon/behind/above. Surprise positioning on counterstrike maps should be a rare occurrence but 100% checkable - think along the lines of the stackboost on cache. Terrorists can check this spot but might not expect it. Some of the encounters on your map you can't really check due to timings- you would have to check to spots at once to stand a chance. I'm rambling a bit but hopefully you understand.
    • dark and unreadable in areas inside. you know this already though

    ----

    I like the idea of the map but think it needs an overhaul to work well within counterstrike

    For this map to work you need to simplify the design massively. I have something I think could work well in regards to overall layout- add me on steam to discuss if you're open to the idea of massive change to make the theme work better. I can post it here too if you want.

  • [CS:GO] de_highlands (WIP)

    • Vaya
    • July 22, 2015 at 7:44 AM
    Quote from Klems

    it's a bit depressing dull overall.

    Apart from that it's shiny pretty.

    [Blocked Image: http://i.imgur.com/M6bpU0Q.jpg]

  • [WIP] De_Dynasty

    • Vaya
    • July 21, 2015 at 10:48 AM

    [Blocked Image: http://matiasstella.com/wordpress/wp-content/uploads/2009/10/DSC_8577.jpg]

    using the above as reference I would maybe suggest lighting up/simplifying the floor and allowing more light to bounce?

    Quote

    The scene on the right is a bit brighter, right?

    Yes it's slightly brighter but I think the same problem exists.too many dark spots.

    Quote

    Is the contrast of the light colors and brown too jarring?

    I don't think so. fix the lighting/floor and it should look better.

  • [WIP] De_Dynasty

    • Vaya
    • July 21, 2015 at 9:09 AM

    inside lighting is far too dark and orange imo

  • [WIP] de_plateau

    • Vaya
    • July 21, 2015 at 8:31 AM

    UPDATES:

    July 20, 2015[/i]- Carl is no longer helping to make this map.


    RIP carl

  • [CS:GO] de_highlands (WIP)

    • Vaya
    • July 20, 2015 at 2:48 PM

    [Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00005.jpg]


    in this picture I think you should remove the awning and change the door prop into something lighter (red or green). Awning doesn't suit the location.

  • Counter-Strike: Global Offensive

    • Vaya
    • July 20, 2015 at 12:07 PM

    External Content www.youtube.com
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    Accurate?


    --

    in regards to ranks I couldn't agree more. The learning curve for moving up seems to have been totally destroyed..

    Reminds me of ESEA sometimes where you have 1 player outright carrying a team of worse players.

  • What's going on with your life?

    • Vaya
    • July 17, 2015 at 2:24 PM

    Happy birthday! :)

  • [WIP] de_plateau

    • Vaya
    • July 17, 2015 at 11:50 AM
    Quote from soultron

    Is there any way you can hide your ceiling brushes on your radar/topdown?

    Really hard to get a sense of the layout right now.

    Also, architecturally, some of the staircases/ramps at A site feel oddly long with the angle/rise so shallow. There also seems to be a lack of placeholder cover at A right now, is this intentional? B, by comparison (had to work to find out which screen was B site) has a lot more cover.

    nodraw will do this.


    Guys you need to get fired up here. not much time left!

  • de_strada

    • Vaya
    • July 17, 2015 at 11:47 AM

    I would suggest making those bollards on mid collision free if they aren't already.

    Changes look good

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • July 17, 2015 at 10:06 AM

    not farm wasn't playtested - just CS_hospital.

  • What music have you listened to recently?

    • Vaya
    • July 16, 2015 at 10:54 AM

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    Content embedded from external sources will not be displayed without your consent.
    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.

  • [WIP]Colombia

    • Vaya
    • July 14, 2015 at 4:29 PM

    looks pretty cool. Some of the models_made_out_of_brushes look very janky/1.6ish though.

    Outside and some indoor areas look very dark too.I would suggest looking at the lighting on one of the night maps.

  • Browser/browsing problems

    • Vaya
    • July 14, 2015 at 4:26 PM

    http://gizmodo.com/firefox-now-bl…ault-1717664482

  • Browser/browsing problems

    • Vaya
    • July 14, 2015 at 4:15 PM

    Flash and java are the bane of my working life. so many shit web application that require specific version that the browser's block on a whim

  • [WIP] de_flashbeng

    • Vaya
    • July 14, 2015 at 1:16 PM

    the name is quite integral to how complete a map feels. Lazy/weird names will put people off.

  • [CS:GO] - Testing, publishing and using custom resources

    • Vaya
    • July 14, 2015 at 12:37 PM

    yeah evenat 200mb you have to make sure you are sizing textures correctly (no 2048X2048 for solid colours etc) and using everything is sparingly as possible.

  • [CS:GO] - Testing, publishing and using custom resources

    • Vaya
    • July 14, 2015 at 12:19 PM

    200mb isn't the maximum size but FMPONE has alluded in the past the valve don't accept larger files than this into operations. I would assume this is due to valve's goal of keeping the game as portable as possible -even to toasters with 2004 processors.

  • /r/GlobalOffensive and Mapcore Mapping Contest - Week Two Update

    • Vaya
    • July 14, 2015 at 9:27 AM
    Quote from FMPONE

    I believe Wednesday marks the official half-way point in the contest. I think we should remind everybody then ^^

    *looks at all the grayboxes still being posted in the contest subforum*

    D:

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