I think the signs warrant another playtest. Just in case, you know.
Posts by Vaya
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battles makes the day go round
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dope. Any move away from the euro village/dust/urban trio of theming is cool with me.
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I'll probably still use local for now- all I want to do is check the timings with real people before taking it for mapcore testing (don't want to waste everyone's time with an unrefined idea)
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Mechanical keyboards are dope. Just don't spill coffee on it..
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The former looks better but most CSGO players will prefer the latter for visibility reasons. stick with the latter.
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why is CS:go so inconsistent when I'm inviting people to play on a localhosted server?
I managed to get 3 people on FMPone's new map by changing to it and then inviting people.
Tried to do the same with a custom map off the workshop but it kicked everyone out when they tried to join

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Can't fault onebit for sticking with his vision
here's to a right-angle less 2015

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http://files.gamebanana.com/bitpit/systema…evel_design.pdf
http://files.gamebanana.com/bitpit/plannin…g_your_leve.pdf
http://files.gamebanana.com/bitpit/man_vs_engine.pdf
3 links that will get you started.
I suggest you start by making (and fully optimising) an AIM map as this will save you a lot of headaches later on.
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http://www.s1homes.com/homes-for-sale…=property-alerthttp://www.s1homes.com/homes-for-sale…=property-alert I could have a 4-5 bedroom home for 40k less than I'll probably pay for a flat in corstorphine.
Sadly the GF will never go for it. Least we're close to the zoo. -
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one thing I've noticed btw jackphant- if you can see the visportal the geometry is in the skybox won't block it. I don't know how consistent this is though...
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Quote from Vaya
yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times.
[Blocked Image: http://i.imgur.com/cUnFkoV.png]
Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be.
Finished this and compiled
before
681 numportals
after (finished greybox of my remake of the map at the start of the thread)
768 numportals.
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[Blocked Image: http://www.reactiongifs.us/wp-content/uploads/2013/11/brent_rambo_approves.gif]
The .bsp you've just linked to, is that the one in the screenshots or the initial greybox?
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yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times.
[Blocked Image: http://i.imgur.com/cUnFkoV.png]
Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be.
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Yeah nades don't go through the skybox, unless there's a entity flag I've missed somewhere.
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yeah it seems the most suitable for counterstrike
http://www.optimization.interlopers.net/index.php?chapter=notices
1 and 4 here would stop all nades over the tops of buildings.