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  3. Vaya

Posts by Vaya

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 22, 2015 at 8:52 AM
    Quote from olliivier

    I had a playtest schedueled yesterday, but ì couldn't find it. I guess that was because of the updating? will it be moved? thx

    We had the playtest for your map. Erm it was a bit...messy. I'll post feedback in your feedback thread.

    Was all the roof access intentional?

  • What do you think about the new look?

    • Vaya
    • May 22, 2015 at 8:33 AM

    I keep getting the below error:

    --

    Sorry, there is a problem

    Something went wrong. Please try again.

    Error code: EX2

    --

    What version are we now running? internet searches suggest invision have fixed this in 4.0.6

    I'm using the latest google chrome at home and I've got the same issue at work which is on firefox v22


    Snap! Em

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 22, 2015 at 7:40 AM
    Quote from Vorontsov

    If my radar is working but is unaligned a bit, can I still put it up for playtesting?

    https://developer.valvesoftware.com/wiki/Creating_a_working_mini-map

    follow this.

    The biggest issue is people forget to change their resolution.

  • Counter-Strike: Global Offensive

    • Vaya
    • May 21, 2015 at 3:13 PM
    Quote from FMPONE

    I did the math, 70% of Operation levels were created by Mapcore users. Maybe more if people lurk and I haven't seen them around. I counted 24/34 maps.


    Bravo was our high watermark, 100% of the levels came from Mapcore.

    No wonder. Everyone is super-helpful and there's lots of talent/experience/knowledge/resources that are freely shared


    The quality in my own work has improved shitloads since I started posting here.


    (not my actual' job' work though. Quality there has dropped off somewhat )

  • Counter-Strike: Global Offensive

    • Vaya
    • May 20, 2015 at 10:10 AM

    Source 2 is going to be great. Can't wait for june!?!

  • Counter-Strike: Global Offensive

    • Vaya
    • May 20, 2015 at 8:31 AM

    ok I've quit my job in preparation. Let me know when you need my bank details.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • May 20, 2015 at 7:45 AM
    Quote from VIOLATION

    Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable.

    you should post this in it's own thread. this one is really just for pretty screenshots

  • [CSGO] De_Urakka

    • Vaya
    • May 19, 2015 at 4:53 PM
    Quote from Dosentti

    You are right my fellow finnish dude. Too bad I realized after publishing the first version that the name should be something else than "urakka" so now it's just confusing that the name is different than what the topic name is.

    Okay.. I'll make some changed in the textures and stuff and see if I get some sense to it.

    feel free to message me if you need more info

  • de_neutron

    • Vaya
    • May 19, 2015 at 11:40 AM

    I think it's improving but something seems a little 'off' with some areas- most notably the internal areas with the really high ceilings. Maybe not enough detailing so the areas just look like cubes?...


    [Blocked Image: http://i.imgur.com/mUs01qw.png]


    Just a really rough sketch (2 mins on paint at work- ignore the black dots ) of how to improve the pathing of the lobby area and breaking up that giant wood texture.

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • May 19, 2015 at 10:36 AM

    is there only 1 map being tested tonight? Maybe we should put on the new version of tuscan too?

  • [CSGO] De_Urakka

    • Vaya
    • May 19, 2015 at 7:30 AM
    Quote from Dosentti

    Which part of texturing looks most messy? As you may have noticed I don't have very good eye with textures..

    What kind of textures should I use?

    I think smaller brushes would be better- and splitting up areas so it's not one giant texture

  • ITT: Post maps/scenes that never saw the light of the day.

    • Vaya
    • May 18, 2015 at 8:43 PM
    Quote from shm0

    Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either. I wanted to do a night map, but not sure how that will work for competitive. Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map. Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now )

    de_acceleration does it quite well, have a look at that as a base maybe?

  • [CSGO] De_Urakka

    • Vaya
    • May 18, 2015 at 4:16 PM

    Looks much better..Not sure about the texturing though, I take it most of it placeholder rather than final?


    Lighting and layout looks better

  • ITT: Post maps/scenes that never saw the light of the day.

    • Vaya
    • May 18, 2015 at 12:16 PM

    Detailing here is great. Lighting is probably too dark for comp CS too so keep that in mind. Visability is key.

  • [CSGO] de_cargo

    • Vaya
    • May 15, 2015 at 10:55 PM

    I assumed he meant the bombsite brushwork rather than the triggerbrush

  • [CSGO] de_cargo

    • Vaya
    • May 15, 2015 at 12:01 PM

    No idea how it even compiled if it's missing a bombsite


    Guess I need to look at the BSP

  • [CS:GO] de_keep

    • Vaya
    • May 14, 2015 at 2:15 PM

    Looking forward to this one tonight. Mid looks a little flakey.boring to be honest but see how it plays

  • What's going on with your life?

    • Vaya
    • May 13, 2015 at 2:40 PM

    you'll be surprised what you can get when you start looking. Manchester seems pretty decent size wise (although mainly new builds so expect tons of noise coming through the walls..)

  • [CSGO] de_cargo

    • Vaya
    • May 13, 2015 at 1:47 PM

    if you can post the updated overview too

  • What's going on with your life?

    • Vaya
    • May 13, 2015 at 1:20 PM

    I should take photos of the place I'm in. Exactly same building shape/layout but horrible wallpaper instead of clean white walls. #texturesareimportant

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