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  3. Vaya

Posts by Vaya

  • [WIP] de_map unnamed (italy/inferno theme)

    • Vaya
    • May 28, 2015 at 2:36 PM

    The paths into A seem a little...lopsided? 3 entrys into the site along one wall? I guess a playtest is required :)

  • Counter-Strike: Global Offensive

    • Vaya
    • May 27, 2015 at 2:52 PM

    From that link I would say that custom content isn't required but assumed:

    Quote

    A good-looking map with a high level of polish that matches the quality of the official maps is a requirement, but a map with an interesting or unique core theme with spaces that feel like a real place, is of significant value.

    Making a interesting or unique location using only stock props and textures?...I think you need a bigger pallet than the one freely provided to you.

  • Counter-Strike: Global Offensive

    • Vaya
    • May 27, 2015 at 10:46 AM

    Hopefully agency has been added back in as a tester before adding to the normal pool at the end of operation. Only so many times a map can be requested... :)

  • Counter-Strike: Global Offensive

    • Vaya
    • May 27, 2015 at 6:50 AM

    Congrats guys!


    Whoa this really is operation mapcore :D

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 26, 2015 at 3:50 PM

    thankfully not :)

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 26, 2015 at 3:26 PM

    in before I get banned for spamming the forum with blank posts.

  • [WIP] de_map unnamed (italy/inferno theme)

    • Vaya
    • May 26, 2015 at 2:32 PM

    probably inferno'd out man :P

    Might just be the overview but the pathing seems a little weird? - No traditional mid and both paths into A converging on one point/entry?

  • Counter-Strike: Global Offensive

    • Vaya
    • May 26, 2015 at 10:32 AM

    Valve is waiting for me to finish my map. sorry guys.

  • [CS:GO] - de_subliminal - Defusal map

    • Vaya
    • May 25, 2015 at 2:25 PM

    Sure. This is more in terms of overall visibility on entering areas than cover. I'll try to show what I mean with screenshots.


    There also seems to be a few redundant paths.

  • [CS:GO] - de_subliminal - Defusal map

    • Vaya
    • May 25, 2015 at 11:52 AM

    It's megabusy props wise still. I'll take screenshots later if that will help?

  • Counter-Strike: Global Offensive

    • Vaya
    • May 24, 2015 at 6:12 PM

    yeah I'm done with ESEA at this point. Between the crazy new client regulations and this..

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 24, 2015 at 10:12 AM

    https://www.dropbox.com/s/shx8t44g6kzp…lpha12.bsp?dl=0


    bsp for tuesday. note that's v12 rather than v14


    Cheers

  • MapCore CS:GO Team

    • Vaya
    • May 23, 2015 at 4:41 PM

    watching the UK esl stream on twitch...

    I think we might stand a chance guys, up for forming a uk team? :lol:

  • [CSGO] de_cargo

    • Vaya
    • May 23, 2015 at 4:32 PM

    okay, it's your workflow looking forward to the playtest

  • [CSGO] de_cargo

    • Vaya
    • May 23, 2015 at 4:11 PM

    dude you should really do it before so the same points aren't reiterated. I always post and fix my map before a playtest to get the easy/obvious issues out of the way.

  • What's going on with your life?

    • Vaya
    • May 23, 2015 at 1:34 PM
    Quote from Skjalg

    I've been spending the last few months looking at buying a house (And selling my current appartment). There were a few red flags for me when browsing those pictures. But they are all because of taste.First off its the wall to wall carpets in the hallway. Those things are really nasty. It might just be a norwegian thing, because we really like our wood floors The kitchen stove is at the end of the kitchen, next to two doors in a corner. Those doors are gonna get real filthy quickly. You want your stove in the middle of the kitchen, so that grease etc only hits tiles.The tiles in the kitchen is a bit shoddy work. Look under the cabinets above the sink. It shouldn't look like that.The floor in the bedroom looks nice. Hard to tell in the second bedroom.The bathroom is weird. Those wooden walls are gonna get really wet from that bathub/shower. Also the sink is in an akward spot, can you even stand properly infront of it?Fireplace looks like it cant be used anymore. If it cant, whats the point? Its basically a huge ass furniture thats a waste.

    Yeah you're quite right. We went for a viewing and a lot of the flat felt like a bizarro version of my current rental (if done up nicer)The fireplace thing is quite common here. I don't know if it can be removed.

  • [CSGO] de_cargo

    • Vaya
    • May 23, 2015 at 9:48 AM

    It's very pretty but I think it's way too 'boostable' at the moment

    Also any unclimbable ladders- make it so it's very clear you can't climb them.

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 22, 2015 at 4:40 PM

    send me your BSP and I can sort it for you

  • [CS:GO] de_dune

    • Vaya
    • May 22, 2015 at 9:18 AM

    Oh and if you don't want people standing on window ledges etc make sure to turn collisions off in the props options.

  • [CS:GO] de_dune

    • Vaya
    • May 22, 2015 at 9:13 AM
    • You need to lock players into a limited number of routes. During the playtest it was very easy to get onto the rooftops and destroy any pathing/chokes you had designed. I think of all the 40 rounds we played (we played the map twice) only a couple times I met people at ground level. use clips and player clips to stop players reaching unintended spaces (they are basically invisible brushes that create invisible walls.
    • A site is weird. I mean...REALLY weird. I would remove the lowest elevation and the 1 million stairs. Rebuild the site as some more simple to begin with.
    • The ground level of the map (when it was used) seemed very tight and busy in places. Widen the main playing areas and raise the ceilings.
    • theres a custom texture thats incorrectly packed. it was black in the playtest

    I think if you review the map in concern to the first 3 points it will improve it a lot. A good place to start.

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