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  3. Vaya

Posts by Vaya

  • GTA V

    • Vaya
    • April 14, 2015 at 7:29 PM

    haha I clearly need a new processor as my i5 750 was struggling to even unpack the game.


    Now I'm verifying files because it boots and then closes itself instantly.


    I've been fixing stuff all day, I can't be bothered with this

  • [CS:GO][W.I.P] de_offshore_beta (new name)

    • Vaya
    • April 14, 2015 at 3:37 PM

    Yeah in that GDC presentation volcano said 1-2 jumps max per map. Add too many and you're increasing randomness (players have to find these jumps and understand them to add to their gamesense for that map- if that makes sense) and decreasing playability for lower skilled players.

  • GTA V

    • Vaya
    • April 14, 2015 at 8:51 AM

    I got a message this morning saying the game doesn't work if your windows account name has special characters in it. Fair warning for the mapcore polish contingent

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • April 13, 2015 at 12:57 PM

    RZL can you fire my demo/feedback in the google drive when you get a min? Mainly the demo I'm after as I got the gist of the feedback during the playtest


    danke

  • GTA V

    • Vaya
    • April 13, 2015 at 12:07 PM
    Quote from jackophant

    the map test is going to be deserted tomorrow.


    I'm being really picky, but is there any way the mapcore logo doesn't have that white ring around the middle on the team emblem?

    I'll join the test for a little while at least. Ensure all the tops of doors are clipped etc

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • April 12, 2015 at 7:59 PM

    it's passworded. I've guessed 'password', it did not work

  • Texture stripes on brush.

    • Vaya
    • April 12, 2015 at 7:57 PM

    yeah your light enviroment is pointing straight down. you should have it at a more natural angle- use dust2s settings to start maybe?

  • (CSGO) de_Depot

    • Vaya
    • April 12, 2015 at 12:30 PM

    The layout seems quite broken:


    -There's a ladder near B that literally takes you out of the map. I thought it was a glitch so I tried it again- nope!- you've literally got a ladder that takes you out of the map. Use clip brushes to keep players corralled in the designed area.


    -you have very long sightlines. Unless you want it to be an AIM_AWP map you might want to spilt some of your corridors. Add some variation and create new angles.


    - Seemingly random cover, only on the bombsites though. Too much cover on the bombsites, not enough everywhere else.


    - Mid is quite boring- two paths with a join in the middle. Not only that it's almost impossible to smoke off one of these paths due to it being pretty much exactly the width of a popped smoke grenade- if you're one iota off the centre with a smoke the CT/T side will be able to see you through the edge. This map would probably end up incredibly Tsided too due to the ability for them to 'divide and conquer' via mid.


    - Doors are random heights. Use one of the doorframe props to make them more consistent.


    -Microleaks everywhere. Are you working offgrid? you need to use brushes to the power of 2 or you're going to have a bad time later on. You should look at optimising what you have now as it'll reveal a lot of things you've missed *cough* func_detail *cough* *cough* nodraw *cough*

  • Classic/old maps waiting for revamp in CS:GO

    • Vaya
    • April 11, 2015 at 3:57 PM

    you'll have to do something about the upper level of A. It's like one giant camping spot

  • MapCore CS:GO Team

    • Vaya
    • April 11, 2015 at 3:35 PM
    Quote from jackophant

    We just had another csgo game, good ol' matchmaking smurfs!


    gg wp lads


    EDIT: I think we learned some valuable lessons in that game. There were some great moments, and also a few fumbles, but overall rate team synergy was pretty strong!


    PS: It looks like MuchFrag has become the unofficial mapcore cs team, lol.

    Display More

    It'll something that will get better with time. I've learned a ton playing with you guys across a couple of games and I'm sure others have too


    I think the best time for further games is after the playtests- everyone is around and more people can get involved as they wish

  • Texture stripes on brush.

    • Vaya
    • April 11, 2015 at 2:35 PM

    did you make this using the vertex tool or the clip?

  • What have you purchased recently?

    • Vaya
    • April 11, 2015 at 9:36 AM

    I think we need a 'post your workspace/battlestation' thread


    Edit- there's a page of things between this post and the thing I was talking about. wups.

  • [CS:GO] De_Stad

    • Vaya
    • April 11, 2015 at 12:16 AM

    Pretty cool so far - I ran the numbers and it checks out bombsite pathing/rotation wise. 2 minor gripes:


    -Face the T spawns forward towards the bombsites. theres currently 2 90 degree turns to one of the paths from spawn. 180 degree turns out of spawn are a little weird and should be avoided imo


    - Get rid (or change) of the ankle high windows on mid. ankle shots suck.

  • What music have you listened to recently?

    • Vaya
    • April 10, 2015 at 8:55 PM
  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • April 10, 2015 at 5:31 PM

    https://www.dropbox.com/s/kpa2ju5ckjmd…lpha09.bsp?dl=0


    for sunday

  • Classic/old maps waiting for revamp in CS:GO

    • Vaya
    • April 10, 2015 at 3:47 PM

    CPL still owns the rights for all the layouts, I believe, for sole use in their (defunct) CS 1.6 leagues.


    I thought Cevo was the same but it looks to be a lot more open. Tuscan was made as a licence-free cevo version of CPL_mill

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • April 9, 2015 at 4:19 PM

    10 vs 10 is always going to be a bit cluster-fucky.


    Maybe passworded + invite only + pre-criteria-ed 5vs5 games should also be scheduled separately for most in-depth appraisal.

  • [CS:GO] de_carrier

    • Vaya
    • April 9, 2015 at 3:31 PM

    Had a run around of V2. The new mid/hanger area is going to be really interesting to playtest! I expect a couple >10 second plants on A as it seems like a really fast meet.


    Still not sure about the T approach to B and the bombsite still lacks after-plant cover. Overall though much improved.

  • Japanese Themed Map [CS:GO]

    • Vaya
    • April 9, 2015 at 9:00 AM

    let me know if you find any noob guides for it

  • What music have you listened to recently?

    • Vaya
    • April 8, 2015 at 5:40 PM

    https://youtu.be/h9T0ICrAzqU

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