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  3. Vaya

Posts by Vaya

  • [WIP] De_Lucca

    • Vaya
    • July 4, 2015 at 3:36 PM
    Quote from blackdog

    You working with @jackophant? Cos in that case i wouldn't understand making a new topic.

    not sure about the textures, makes it very 1.6 to me

    jack is working with mannman on de_strada.

  • [WIP] De_Remains

    • Vaya
    • July 4, 2015 at 2:09 PM

    I'll see if I can give you further feedback tonight

  • What I'm Working On

    • Vaya
    • July 4, 2015 at 10:31 AM

    Interested in how you've reduced the rotate times on season by 3 seconds, is it a closely guarded secret until the update is posted?

    If you've reduced the connector length on a fully detailed map I don't envy you at all...

  • [WIP] De_Remains

    • Vaya
    • July 4, 2015 at 9:31 AM

    Skylights are pretty key to good indoor lighting imo. Light_environment is CSGO's richest lighting source and should be abused as much as possible.

  • [WIP] De_Remains

    • Vaya
    • July 3, 2015 at 7:53 PM

    - get rid of the fog

    - more varation in textures. too many bricks!

    - improve lighting. outside looks decent. inside is very plain/undynamic. (did you do a full compile?)

    - too many doors! limit to 1!

    - bombsites kinda boring. thing how you can make engagments more fun

  • [WIP] De_Concourse - Bomb Defusal in Berlin, Germany

    • Vaya
    • July 3, 2015 at 7:34 PM

    the train carts create some crazy angles.

  • [WIP] de_riot

    • Vaya
    • July 3, 2015 at 9:03 AM
    Quote from text_fish

    The slope of the stair clips should match the angle of the stairs, as if you were laying an invisible plank over the top of them. It's to smooth player movement. You should also use toolsclip rather than toolsplayerclip, so that the nav mesh doesn't ignore it.

    SO THATS THE DIFFERENCE.


    I suggest you use dev_reflective walls rather than the orange ones. makes it easier to see the layout and the lighting will be more consistent with a fully textured map

  • [WIP] DE_Lojus

    • Vaya
    • July 3, 2015 at 8:33 AM

    I like the fact there is a slide. is that for the employees on their lunch breaks?

  • Space game needs a name

    • Vaya
    • July 2, 2015 at 10:29 AM

    best start. how else is he going to fund it?

  • de_blizzard

    • Vaya
    • July 2, 2015 at 8:59 AM

    the roofs look really weird for some reason...too steep? not sure..

    you can mask these with more snow displacements and variation.


    I suggest de_whiteout as a new name EDIT - that's been used by another map in the contest. whoops!

  • [WIP] de_mazedoor

    • Vaya
    • July 2, 2015 at 8:41 AM

    Maps need to work for 5 vs 5 for the contest. I suggest you take this one back to the drawing board and look at making the layout more 'standard':

    • Less of a maze
    • CTs get to bombsites roughly 2-3 seconds before a team of rushing Ts
    • a classic 8/window layout (3 lanes with connectors)
  • [WIP] Cs_Rime - Hostage Map (Official Renamed)

    • Vaya
    • July 2, 2015 at 8:36 AM

    this thread:

    [Blocked Image: http://i.imgur.com/zgrvQS5.jpg]

    Guys if you don't think Scott is taking your feedback seriously just move on. There's 100 maps in the contest currently - most of the makers are dying for feedback...

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

    • Vaya
    • July 1, 2015 at 12:43 PM

    Post above clarifies. Goodluck in the contest:)

  • [csgo] cs_cruise

    • Vaya
    • July 1, 2015 at 11:22 AM

    'right ran compile, now lets go watch all 3 lord of the rings films and maybe it'll almost be done by the end...'

    Fuck that man...at least the result is worth the wait!

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

    • Vaya
    • July 1, 2015 at 11:04 AM
    Quote from NihiL

    Doesn't this disqualify the map from entering the competition? Working together with someone that already had their map featured? This sounds like another tricky fringe case of rule abusal hehe, sorry to whoever has to 'judge' these cases, must've be pretty shitty...

    It's literally the only rule. I'm impressed!

    I'm guessing it depends on the level on input though? If their name is not on the workshop page does it count?

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • Vaya
    • June 30, 2015 at 4:54 PM
    Quote from NihiL

    @Vaya Had any luck writing up that texturing post you promised me?

    haha not at all- I was having real trouble putting it into words.. I'll try to explain during the playtest tonight if you're on. Might be able to get some sort of consensus if I'm right/wrong about it too

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • June 30, 2015 at 1:39 PM
    Quote from NihiL

    Here's an update for my map de_spice for the playtest tomorrow (Tuesday 30th June): https://dl.dropboxusercontent.com/u/42455/de_spice_v16.zip

    This is de_spice_v16.bsp

    Hopefully it can be updated on the server in-time, it features some pretty big optimization improvements.

    this is critical IMO. The map was running at 90frames on my machine before so I don't know how it's going to run on lesser machines...Message RZL and he'll sort it for you.

  • de_kp_labs

    • Vaya
    • June 29, 2015 at 10:34 AM

    [Blocked Image: http://i.imgur.com/hutfa6M.png]


    hope my MSpaint notes make sense :)

  • [WIP] de_alps

    • Vaya
    • June 26, 2015 at 1:34 PM
    Quote from LapnLook

    sooo... umm... I checked the playtest reactions and feedback had been REALLY negative... so... I guess when I'll get the demo and watch it (when I'm near my computer) I'll see what I can do

    break down the feedback into a list of high to low priority to be worked through.

    Don't think of it as problems with the map - think of it as a todo list of what to fix.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • June 26, 2015 at 1:00 PM

    yeah I'll need to review further. I'm working on other areas just now but I'm going to try fix this before posting my next workshop update.

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