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  3. Vaya

Posts by Vaya

  • de_grotto [WIP]

    • Vaya
    • February 8, 2020 at 7:39 PM

    extending is better.

  • de_grotto [WIP]

    • Vaya
    • February 8, 2020 at 7:13 PM

    visclusters work against FPS. I'd never recommend them. Have a horizontal hint that touches the top of each of your buildings if you don't already.

  • Victoria

    • Vaya
    • February 8, 2020 at 6:13 PM

    playtested this one - There's a glitch down mid that causes mega low fps when you scope in, you also haven't packed some sort of waterfall soundfile so that spams console ever 3 seconds. layoutwise I think you have too many paths and mid gives far too much control- Ts can hold mid while taking a site and get more info than you would on any other map.

    Art is decent but not amazing - all buildings look very similar which makes player navigation harder and the waterfall looks quite ugly.

  • de_grotto [WIP]

    • Vaya
    • February 8, 2020 at 6:10 PM

    didn't actually playtest this one in the end - people were still complaining about super low FPS in areas so it didn't seem worthwhile. I don't understand why FPS is so bad, do you have nodraw for culling vis behind displacements now?

  • Chlorine

    • Vaya
    • February 8, 2020 at 6:08 PM

    love this map, probably my favourite ...left...in the contest. Layout has a great flow and art is top quality while not getting in the way of gameplay.

  • Swamp

    • Vaya
    • February 8, 2020 at 6:06 PM

    Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call.

  • Safi

    • Vaya
    • February 8, 2020 at 6:03 PM

    love this layout - currently I'd put this map in the 'upper mid' part of the top 10. Art is consistent but lacking cool focal points. Needs more hero assets on sites (rather than a crate factory) and some unique areas so players feel like they are 'traveling through' the map more.

  • Kv file not working

    • Vaya
    • February 8, 2020 at 5:54 PM

    wait are you trying to change cache's models?

  • Kv file not working

    • Vaya
    • February 7, 2020 at 2:27 PM

    this works for me - https://kvfilegen.appspot.com/


    if you have issues you should explain what they are...

  • [CSGO] Victoria

    • Vaya
    • January 28, 2020 at 1:08 AM

    https://steamcommunity.com/sharedfiles/fi…/?id=1981491147

    Testing link for playtest soonish

  • Exotic Places CS:GO Mapping Contest 2019

    • Vaya
    • January 5, 2020 at 11:51 AM

    can't believe people still play CSS to be honest. It's the worst game in the series.

  • [CSGO] de_dlag

    • Vaya
    • January 2, 2020 at 12:03 PM

    @filous Hey man. We'll test tonight but It'll be a 10vs10 rather than a 5vs5. It's way too early in the dev cycle to be committing people like that

    Hope you have enough spawns? Thanks!

  • de_hotel

    • Vaya
    • December 29, 2019 at 8:23 PM

    L 12/29/2019 - 22:02:05: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (229.442962, -413.923370, 33.031250) has feedback: the map seems good overall, but just a tad dull L 12/29/2019 - 22:02:14: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (842.694458, -426.321929, 95.031250) has feedback: a lot of quite thin hallways L 12/29/2019 - 22:02:38: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (-306.579681, -1823.968750, 1.031250) has feedback: theres a random deadend that probably doesnt need to exist? L 12/29/2019 - 22:04:43: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (2093.968750, -2148.968750, 95.031250) has feedback: don't make areas that seem walkable unwalkable L 12/29/2019 - 22:10:14: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-317.346832, 380.203369, 1.031250) has feedback: door is ct spawn has gap L 12/29/2019 - 22:10:33: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-117.938858, 379.761749, 63.391616) has feedback: door in ct span has gap L 12/29/2019 - 22:10:44: [maptesting.smx] HiddeH<4><STEAM_1:1:162877505><> at position (1379.546264, -1139.355712, 95.031250) has feedback: woodstack outside a has weird clippings you were not on the discord for it and neither were most :P test cancelled due to lack of people. here's your feedback anyway

  • de_hotel

    • Vaya
    • December 29, 2019 at 6:40 PM

    @Twan_Neppetest is in an hour + 20. make sure you're on discord for it

  • CS_Apollo

    • Vaya
    • December 26, 2019 at 11:05 PM

    map updated with KV, updated radar and minor tweaks

  • CS_Apollo

    • Vaya
    • December 24, 2019 at 9:22 PM

    I have a small list of tweaks to do so I'll add 'kv' to that list. Thanks again

  • CS_Apollo

    • Vaya
    • December 24, 2019 at 8:47 PM
    Quote from fewseb

    2 hours ago, fewseb said: You aint got a KV file set for the map my man, its just defaulting to the default models. Other then that its still very good. Cant wait to see what youre doing for Turbulence

    thought about this, should I even bother with a kv these days? matches are still gonna be suicide squad vs gi joe.


    Thanks!

  • CS_Apollo

    • Vaya
    • December 24, 2019 at 2:30 PM

    This map is now released (we smashed a bottle off the side of the BSP to mark the occasion). Any feedback you have would be loved and reviewed. Already had a lot of positiveness from people which is great!

  • Mapcore FACEIT Hubs

    • Vaya
    • December 22, 2019 at 9:34 PM

    yanzl :D he's great at it

  • Mapcore FACEIT Hubs

    • Vaya
    • December 22, 2019 at 8:04 PM

    @Radixthank you for catching it!

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