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  3. Vaya

Posts by Vaya

  • What music have you listened to recently?

    • Vaya
    • July 13, 2015 at 4:28 PM

    External Content www.youtube.com
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  • What do you think about the new look?

    • Vaya
    • July 13, 2015 at 11:32 AM

    yeah it's slow as fuck for me. takes 2-3 minutes to load a picture heavy page.


    wiki sounds like a great idea.

  • de_wharf

    • Vaya
    • July 13, 2015 at 11:25 AM

    I've a strong advocator of optimising as you go. waiting until the end can hide bad brushwork and makes compiling for playtests and local checks a lot slower.

  • Counter-Strike: Global Offensive

    • Vaya
    • July 13, 2015 at 9:08 AM

    Shit is elaborate. could be made into a hollywood movie trilogy.

  • Nintendo's President Satoru Iwata died

    • Vaya
    • July 13, 2015 at 7:45 AM

    Huge loss for gaming

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • July 12, 2015 at 3:07 PM

    it's a 10 vs 10 public playtest. starts at 8pm gmt(ish)

  • [CSGO] Is it fine to make a map based on real place?

    • Vaya
    • July 9, 2015 at 4:23 PM

    from valve's wiki:


    PlanningDon't touch Hammer! Instead, start with pen and paper. It's much more difficult to change the fundamental layout of a map once you start adding detail.

    For Counter-Strike maps, consider:

    • Most real-life locations involve repetition and large open spaces with few features; they would make terrible game levels.
    • Meeting points, where the two teams see each other for the first time. Careful spawn placement and timing is the foundation of great maps like de_dust2.
    • Bomb sites, defensive positions and sniper nests. How would players from either team approach a certain area? How close is the bomb site to a meeting point?
    • Performance, how efficiently will the map run on a computer? Vast football-stadium maps will typically fare poorly, while closed spaces with lots of twists will perform well but suffer in gameplay.

    ----

    https://developer.valvesoftware.com/wiki/How_To_De…_Map_That_Works


    most operation maps use real life locations for themeing and as a point of reference. I

  • What have you purchased recently?

    • Vaya
    • July 9, 2015 at 3:13 PM

    snowboarding. :)

    Didn't get away nearly enough last season due to saving for a flat - should be all done and dusted by next winter so planning for a big one.

  • What have you purchased recently?

    • Vaya
    • July 9, 2015 at 2:07 PM

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

    A new ninja suit for wintersports (thermals).

    These things are amazing! buying this to replace the one I've had for 2 years and promptly worn out :D

  • [WIP] de_coast

    • Vaya
    • July 9, 2015 at 11:41 AM

    The 'rock' walls look pretty weird to me. are these copied from a reference? They look too harsh.

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • July 8, 2015 at 8:53 AM

    exactly that. Remove it/upload separately and the map *should* be fine

  • [WIP] de_slate (withdrawn)

    • Vaya
    • July 8, 2015 at 8:43 AM

    far too complex in terms of layout- theme is pretty cool but you have so many redundant paths and changes in height.... reminds me of this map from goldeneye:

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  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • July 8, 2015 at 8:34 AM

    did you try packing the .nav into the BSP?

  • What music have you listened to recently?

    • Vaya
    • July 8, 2015 at 7:25 AM

    the result of heavy drug use :D

  • de_strada

    • Vaya
    • July 7, 2015 at 3:44 PM

    Interesting change it mid/garden.

  • [WIP] De_Remains

    • Vaya
    • July 6, 2015 at 1:23 PM

    what's new in this one. not going to bother loading up if you've just func_detailed the stairs :P

  • cs_hospital

    • Vaya
    • July 6, 2015 at 10:39 AM

    as a layout it felt way too restricted. Terrorists on CS maps need to have more options

  • (WIP) de_decline

    • Vaya
    • July 6, 2015 at 8:55 AM

    looking a lot better than the last version. I don't like how much you need to commit to certian peeks- there's no chance for a quick peek at the lefthand A path for example.

  • [WIP] De_Remains

    • Vaya
    • July 5, 2015 at 9:37 AM

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

    1 watt bulb? the light should be flooding the area

    [Blocked Image: http://i.imgur.com/izsu61O.jpg]

    brick on brick detailing looks weird to me. I think the columns(?) should be changed to concrete

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

    jump on the cover in mid and you see through the nodraw

    [Blocked Image: http://i.imgur.com/563fiKP.jpg]

    decals like this shouldn't be added outside of the player area. it will confuse

    [Blocked Image: http://i.imgur.com/RbdXp5T.jpg]

    [Blocked Image: http://i.imgur.com/3JDhH6L.jpg]

    func_detail!

  • What I'm Working On

    • Vaya
    • July 4, 2015 at 5:49 PM

    Hope it helps make the map more 'active duty' viable.

    looking forward to seeing it!

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