Those rounded corners are actually kind of fucked in the current official Dust2 as well. I noticed yesterday.
Posts by Vaya
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Tomorrow night maybe?
Promised the GF I wouldn't play tonight

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Quote from jackophant
This has been in my bookmarks a while and I never managed to read it.
I had a quick peruse and thought I'd share it here so here are few tips for CSGO:
Cheers for the games a couple of days ago.
Hopefully you aren't having too many post-traumatic flashbacks

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change to an office. No one cares about office workersThis has me thinking through...Imagine office but with a strongly defined middle. Middle being the 'main entrance' to the office and two more stealthy entrances (roofs or windows etc). Could work better for 5 vs 5? on the current office you only need to hold the two paths to the hostages.
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percent complete is quite useful too
I suppose you could still use hammer while you're compiling as well.
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CS:Office from Counterstrike (1.6/source/go) as a casual 20 man experience
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.What I think this map does really well- and it may of been the first CS map to do this well- is tell a story just from its layout:
- Starting as a CT you have to breach the office and save the hostages that the terrorists are protecting from a fortified position
- The difference in texturing forms a kind of 'mental barrier' between the inside and outside of the map.
- Details like the toppled vending machine showing the conflict but also adding to the design.
- Design allows for both CQ and long range plays.
The source version blew me away when I first saw it, details like exploding fire extinguishers and great texturing, but in retrospect was probably the weakest version of this map- too much prop_physics that caused clutter and even blocked doorways. I think GO has hit the sweetspot between props, looks and playability.
DE_Dust2 has it beat on the scalability/competitive edge but CS_Office is always great fun.
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Scripting was a bit fucked on the final mission:
QuoteGrenade launcher'd pagin out of the helicopter he was trying to escape on. didn't register him as being dead until I destroyed the helicopter though. He went flying out the back of it on fire

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Sorry I'm sure I replied to this before leaving work!

A lot of your ideas/issues are down the same lines I was thinking. Thanks for suggesting/documenting these though as it gives me a list of problems with this area to work through

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I'll consider itde_whatswithallthebrickwalls
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It's a bit jarring it's futuristic but set in the eastern bloc..
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- Map may be overly simple at present added a 'short' mid. my playtesters liked it
- Layout Needs to be reviewed in terms of Chokes and Spawn areas
- Lighting that doesn't look like the map is located on the surface of the sun
- Radar's Y axis is screwed (misaligned both top and bottom)
- Making map look good. Currently looks like brickland

- repeating textures make my eyes bleed.
- Models need to be created for server racking. I've never done modelling
Valve was nice enough to include a racking model in the new DE_train update.- Find a better map name de_solution
- update map's overview. .kv .nav etc to new mapname
- playtest on mapcore
terrified about this. Watched you guys rip apart much better maps than this 
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Looks... interesting. hard to tell from the overview provided but it looks like all corners are right angles?
I would suggest nodrawing the tops of brushes out of player view, would make the overview easier to look at

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[Blocked Image: http://i.imgur.com/5J1Ov1x.jpg]

Does anyone speak Russian? I want to know what it says
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It's something I've looked into, as well as making it winter/snow based.
I'm worried about visibility though, I'll probably continue with the generic day lighting for now until I'm happy with the layout and my areas and then think more about the general theming of the map- 3d skybox/weather etc.

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Imgur album of recent changes. Very much still a work in progress but I think i'm starting to define areas better
[Blocked Image: http://i.imgur.com/URMXsgU.jpg]
[Blocked Image: http://i.imgur.com/1WwWYKC.jpg]
I think I need to increase my texture palette

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looks good. The fire coming out of the dragons mouth doesn't look right though?
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I'm liking the new design and am not too bothered with the future theme.
I just wish they had skipped the communist symbols. We already have a Russia-based map in DE-Cache..
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Valve: this art looks good but its missing something
Valve: fuck it lets redo it from scratch

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Fuckin cool. Cheers man
