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  3. Vaya

Posts by Vaya

  • Mapcore June 1 Announcement

    • Vaya
    • June 1, 2015 at 4:43 PM
    Quote from FMPONE

    Hey guys,

    So quick announcement. On June 1 we're putting on a little event and can probably expect some decent traffic to the site.* I'd like to ask you in advance, especially our senior members and other veteran people, to treat this as a big growth opportunity for Mapcore, and be welcoming since we all were beginners once and helpful feedback and hard work is how we got better. Thats it from me.

    *All from existing members wearing away their f5 key

  • de_zoo

    • Vaya
    • June 1, 2015 at 4:14 PM

    hmm I'm sure I remember people throwing the bomb at your concave windows after the first playtest. Might be a coffee induced dream though. I'm going to see if I can replicate the GIF tonight. Need an overpriced awp skin first though :D

  • [CS:GO] de_stars

    • Vaya
    • June 1, 2015 at 3:08 PM

    It seems a little tedious having the Ts spawn in the storm drain too. I would suggest moving them to the plateau after so you don't have to run up a 45 degree slope every round. have the stormdrain as inaccessible visual feature instead.

  • [CS:GO] - de_subliminal - Defusal map

    • Vaya
    • June 1, 2015 at 2:47 PM

    we did a playtest on this last night:

    1. still very dark. I suggest you add more natural light (light_environment) locations to create a more dynamic and memorable look. Half the problems with this map are made due to the lack of memorable locations. Open up the side of the map with the sub hangers like the below and you'll get:

    A) sick lighting
    B) a visual difference for one side your map. aiding player naviagtion.

    C) a chance to add further themeing- add a 3d skybox that adds detail to your map

    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/4/4c/Saint_Nazaire_submarine_base_mg_7840.jpg]


    2. Less paths/less clutter.

    you currently have too many paths and most of them are redundant. Reduce the paths to what you need- on these paths reduce the amount of prop clutter.

    you don't really need the kitchen for example. you could have stuff like this as a non-playable space (window or two looking in). On the flip side you could have the kitchen at the only path through and block off remove the outside corridor. you really don't need both though. The map is a bit maze-y due to the abundance of routes.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • June 1, 2015 at 1:54 PM
    Quote from TheGuma

    I don't know... I'm getting mixed opinions about this but I still wanted to try it out. Let me know what you think!

    Looks a bit weird to be honest. What's the theme here? ground texture looks dodgy.

  • [CS:GO] de_stars

    • Vaya
    • June 1, 2015 at 12:46 PM

    The billboard really shouldn't be climbable. you can see into A site over everything. crazy, crazy sightline.

  • Mapcore June 1 Announcement

    • Vaya
    • June 1, 2015 at 11:13 AM

    twitch plays pokemon but SDKhammer instead.

    whatever is made replaces de_inferno in the map pool

  • Mapcore June 1 Announcement

    • Vaya
    • June 1, 2015 at 11:02 AM

    announcement posted at 11:59pm AoE confirmed.

  • de_zoo

    • Vaya
    • June 1, 2015 at 9:26 AM

    http://www.reddit.com/r/GlobalOffens…reakable_glass/

    seems impossible to just post the gif...

    I remember this one being fixed in an early playtest build? How do these issues keep coming back?

  • CSGO Map Detailing Tips

    • Vaya
    • June 1, 2015 at 9:20 AM
    Quote from jakuza

    Also, in CS:GO, I definitely try to let lighting carry the scene. Nice materials and light bounce can go a lot further aesthetically than visual clutter and noise.

    I would say light_environment >> all other kinds of lighting too.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • May 31, 2015 at 12:34 PM

    light is coming in toward the left.

  • Counter-Strike: Global Offensive

    • Vaya
    • May 29, 2015 at 3:25 PM
    Quote from Puddy

    I think the inherent problem with as_ is that it is an incredibly "volatile" game mode. You have one player who ultimately decides the outcome of the game and it can be over in an instant. In de_, the very important bomb can be recovered. In cs_, the hostages are invulnerable (nowadays). Escorting the bomb carrier and the hostage rescuer is actually a bit like as_ in some ways.

    I think an interesting approach would be to make an inverse hostage map where CT's spawn with the hostage and have to move him to safety. In fact, I know someone already did this but I've actually never tried it. This would give a map roughly the same flavour as as_ but remove some of it's volatility.

    Now someone just needs to write a logic script that runs something along the lines of 'if you're carrying the hostage then you can only use pistols or knife'

  • [cs:go] de_log

    • Vaya
    • May 29, 2015 at 1:37 PM

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    one for a quick fix

  • Counter-Strike: Global Offensive

    • Vaya
    • May 29, 2015 at 10:25 AM

    what the fuck does 'almost confirmed' mean?


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  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 29, 2015 at 9:13 AM
    Quote from LATTEH

    Can I have the recording of shichang today?

    Also anyone have feedback for shichang? It would be appreciated!

    I didn't play for long (came in late) but a lot better than the last one we did.

  • Counter-Strike: Global Offensive

    • Vaya
    • May 29, 2015 at 8:47 AM

    if guardian = VIP i'll be starting on gd_oilrig really soon :P

  • [cs:go] de_log

    • Vaya
    • May 28, 2015 at 6:41 PM

    does nodraw block the bomb? :)

  • MapCore CS:GO Team

    • Vaya
    • May 28, 2015 at 3:40 PM

    7 or 8 gmt probably.

  • MapCore CS:GO Team

    • Vaya
    • May 28, 2015 at 3:35 PM

    Pedro and I are playing operation maps tonight if anyone else is up for joining. :D

  • What music have you listened to recently?

    • Vaya
    • May 28, 2015 at 3:13 PM

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