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  3. Smileytopin

Posts by Smileytopin

  • Am I able to change accuracy of weapons from within my map?

    • Smileytopin
    • June 19, 2017 at 11:11 PM

    I believe the commands for that are

    Spoiler weapon_accuracy_nospread 1 weapon_recoil_scale 0 weapon_recoil_view_punch_extra 0

    I forget the entity you use but you should be able to use the commands to disable weapon inaccuracy on the map.

  • [TF2] PL_Ascend (WiP)

    • Smileytopin
    • May 29, 2017 at 6:54 PM

    https://tf2maps.net/downloads/ulti…ource-pack.510/


    Use this pack, it helps a ton with having/placing working rails.

  • [CS:GO] Genesys (WIP)

    • Smileytopin
    • February 9, 2017 at 7:39 PM
    Quote from Rump3L

    On 2/5/2017 at 3:58 PM, Rump3L said:

    You can get stuck behind the slanted wooden pallet in the center of this photo if you jump then crouch behind the little stand

  • [CSGO][WIP] De_Pelican

    • Smileytopin
    • August 12, 2016 at 3:09 PM

    My bad, I'll try to get stuff posted in a few hours, sorry about that.

  • [CSGO][WIP] De_Pelican

    • Smileytopin
    • August 12, 2016 at 2:11 PM

    DE_PELICAN (Currently in planning, will update soon)

  • de_oakwood

    • Smileytopin
    • March 27, 2016 at 10:13 PM

    Just a minor thing, as I'm running through it I noticed that on B site the glass on the top isn't breakable, and the bomb decal extends to a spot you cannot plant. The glass above B site feels like it should be breakable, as glass with that texture is breakable throughout the rest of the map. It'll also allow more nades into site.

    The decal on B - The floor decal that marks the plant zone shows on the floor behind the big crate, yet you cannot plant there (the big box, you cannot plant near ct there). Either move the decal inwards so it cannot be seen on the floor in spots you cannot plant, or extend the plant zone.

  • de_otocec_v1 - playtesting phase

    • Smileytopin
    • March 26, 2016 at 3:52 PM
    Quote from Drakeee

    1 hour ago, Drakeee said: Well, just off the top of my head , 3-4 seconds+ long runs for T's to middle

    Cache, Nuke, Inferno, Train, Overpass, Cobblestone, - i'm sure there are others..? I'll keep it in mind for the future though thanks /emoticons/[email protected] 2x" title=":)" width="15">

    Yes, those maps have 3-4 second runs to mid, but what Wrakke is talking about is this section near T spawn.

    Spoiler [Blocked Image: https://i.gyazo.com/1ac394129b61de92daf3c556b8381ab9.png]

    It is just dead space. Nuke has 3-4 seconds on BOTH T and CT side that are not useful in game-play and just delay the rounds. Inferno, cache, train, and overpass have spawns that are useful. Players can rotate through the spawns to rotate safely. With your map, T spawn is only used to add time to delay Ts from reaching sites. Try to find some other way of delaying that if that was your goal, as long T spawns are no fun to have to walk through every round.

  • The Walking Dead

    • Smileytopin
    • March 14, 2016 at 10:26 PM

    Beck, on that episode -

    Spoiler When Glen and the other runner stabbed them in the eyes...

    There was no way they could see that coming.

  • [WIP][CSGO] de_trusk

    • Smileytopin
    • March 12, 2016 at 1:02 PM

    With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes.


    http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.

  • [CS:GO] de_ridge

    • Smileytopin
    • February 8, 2016 at 3:43 PM
    Quote from Tyker


    Also, the map is flanking central. It was easy for me to knife the mid sniper, twice! Maybe you could remove some routes, such as the T -> A vent?

    Agreed...

    This map has too many flanks, some areas are almost impossible to hold because either side would just flank. Try making it harder to flank (to start, remove the vent area). A site is fine with not having two routes for Ts, the one main route is large enough. The vent that goes closer to A makes the cover on the outside wall of A useless, as it can be shot at from near T spawn and the exit of the vents.

    Try moving T spawn back a little, CTs have no time to setup on either site.

  • [WIP] de_meat [Looking for gameplay feedback]

    • Smileytopin
    • January 5, 2016 at 10:44 PM

    If you have the reflections done properly, try just creating a info_lighting to a darker spot and use that for the lighting maybe?

  • de_sawmill

    • Smileytopin
    • December 6, 2015 at 8:42 PM
    Quote from Quotingmc

    A lots has been happening behind the scenes. decided to go with a night-time setting. here is a quick gif of mid so far:

    [Blocked Image: http://i.imgur.com/nlVSq1b.jpg]

    This reminds me of pl_goldrush for some reason, the second part where the cart finishes the stage under the bridge.

  • Delta Delta

    • Smileytopin
    • November 14, 2015 at 11:21 PM

    A7 is out! Not really a large update, more of a quality of life thing.

    Quote

    New Overview

    Redid Entrance to B side to delay lower.

    Added connection from T side outer B to mid

    Redid T spawn, moved both sites closer to speed up timings for Ts and CT, as well as reducing rotation times further.

    Removed a box on B site that may be troublesome.

    Display More
  • [WIP] de_coast

    • Smileytopin
    • November 14, 2015 at 11:07 PM
    Quote

    This might not be the correct answer but you have to change the priority of all the spawns, as spawn priority 1 is lower than the default priority 0 (highest priority). Negative numbers might work as well but haven't tried that out yet.

    Yeah, what I do is make the priority spawns have a spawn priority of 1, and the extra spawns a priority of 2. Sometimes I'll have a few with priority 3 that are only used when there's more then 10 players on a team.

  • Delta Delta

    • Smileytopin
    • November 12, 2015 at 1:12 AM

    Tightening the map up to shorten rotate times

    https://i.gyazo.com/bfc3af3e951348394a3c2cecbb97080d.png - old

    https://i.gyazo.com/824ba74df7ba17fd845361ce40a9a2fc.png - new

    Rotate times for T's between sites are about 18 seconds right now, still long but bearable.

    Moved T spawn to make it less out of the way and to speed up timings to sites. Instead of taking 17 seconds to get to site from spawn, it takes closer to 12-14.

  • MapCore CS:GO Playtesting 4.0

    • Smileytopin
    • November 9, 2015 at 9:55 PM

    For the playtest submission I submitted, the date should be 11/15/15.

    I can't type...

  • Delta Delta

    • Smileytopin
    • November 9, 2015 at 8:14 PM

  • Delta Delta

    • Smileytopin
    • November 8, 2015 at 6:49 PM

    Major changes in progress right now.

    Quote

    Redid B site completely


    Upper B

    New B connector

    Redid A site

    and removed routes to A, simplifying it.

    Display More

    B was redone, A heavily modified

    Lighting is now changed, I just need to get a good sunset skybox.

    Routes are more narrow, map should play more smoothly now.

    Mid balcony was blocked off, but mid hasn't had any major changes yet.

  • The Walking Dead

    • Smileytopin
    • October 28, 2015 at 12:00 AM

    With that last episode

    Quote

    I'm pretty sure Glenn was below Nicholas, and he could cover himself in the walker blood and slide under the dumpster to hide.

    Why didn't they take the ladder...

  • WIP in WIP, post your level screenshots!

    • Smileytopin
    • October 25, 2015 at 1:23 AM

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