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  3. KernalPanic

Posts by KernalPanic

  • de_kp_labs

    • KernalPanic
    • June 11, 2015 at 11:42 AM

    First a big shout out to FMPONE, Mapcore and everyone else that was able to make this contest possible; very exciting indeed. That said I'm officially entering de_kp_labs. I've made a bunch of progress recently but feel like I need to playtest soon as I don't want to start my art passes until I'm near certain the routes will not change dramatically.

    The map takes place at a chemical processing plant / refinery. This ultimately will be the first of a 2 map set that take place at this facility. This map being the outdoor portion; the next map will continue the theme and take place indoors (possibly a hostage map, idk that's still in the air). I don't plan on submitting the indoor map for the contest as I simply don't have the time to get them both done by the deadline.

    So a little bit about this map. In the current version the layout and timings seems to work competitive play. I have not started any real effort on the art passes so don't expect too much in the eye candy department just yet. I have replaced most of the dev textures with base textures (primarily using assets from the new train and nuke) I have only recently started placing model assests and it's starting to take shape but still has a long way away from being finished (thank goodness for extra month extension). Most of the cover spots are set but if you have any suggestions I would love to hear from you. Currently I'm having issues with the B site; it seems to be a bit too open at the moment. Looking for ways to help make that area more playable be it through adding more cover, or changing up layout / world geometry.

    Take a look at the workshop page for the changelogs. I will try to keep this page current throughout the development process as well. Please sub and give me a thumbs up if you like it, and remember... I want to hear from you!!! Please give me feedback, the only thing I ask is that you play through the map first. Analyzing screenshot only gets you so far. I'm not too concerned with visuals and aesthetics feedback just yet as the layout and gameplay is what I want to primarily concentrate my efforts on at this stage. But per usual if you have any feedback please leave it. Details, texturing and aesthetic feedback will be much welcomed when I've started with the art passes.

    I will sign up for the official mapcore playtest soon. Hope you all can join, looking forward to your feedback

    • I frequently stream development on twitch. If you're interested here's a link to my channel.
    • Link to my Imgur Albums

    Feel free to add my on steam.

    Cheers,
    -KP


  • [CSGO] de_kp_labs

    • KernalPanic
    • May 28, 2015 at 2:20 AM

    Hello eveyone! Since I'm kinda new here (well sorta, see below) I figured I'd (re)introduce myself and give you a description of a map I'm working on.

    So that bit about being new here... I actually created a new account as I retired my old alias / username (cdxx) many years ago (and nevermind why I retired that name, it's not important). I did this all before I realized you could rename your account in the profile section. But it's done now, so I'll just move forward using this account.

    anywho, I started mapping back in 2004 and made a few casual maps for CS:S and released de_dam_facility. Nothing competitive as I'm not even sure I knew that was a thing back then. I ended up finding a serious job, got married and had a couple kids which didn't leave much time for mapping. Unfortunately I ended up taking a break for several years but every now and again I would open up hammer and create a little something just to insure I hadn't forgotten how to use the software. In doing so, I had created several concept maps but never had the time to properly invest in them, so they mostly went untouched and ended up collecting dust on my hard drive (a shame really).

    Well, that brings me here. Now that my kids are a bit older and my job is much less stressful, I have time for level design again. de_kp_labs is a pretty old project that I started back in 2010. I want to see this map through and release it for CSGO. I'd like to make this as competitive as possible so your input and advice would be much appreciated. I've included some screenshots as well as a route summary I put together. This is still early in the process but think it might be ready for playtest. I don't want to get too deep into detailing and texturing if I need make any major changes to the routes and layout so it's still very clean and uncluttered. BTW this will be chemical plant of sorts.

    Link to workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=345773369

    May 27th Imgur Update: http://imgur.com/a/SW0wK#16


  • [CS:GO]de_nerone

    • KernalPanic
    • May 27, 2015 at 10:38 PM

    So your theme is coming together nicely, I really like the look and feel of the areas you've started detailing; architecture and textures are quite pleasing to the eyes. The indoor areas could definitely use more light as they are too dark at the moment. you're going to want better contrast in terms of players against the walls and whatnot. I also think you can trim down a few routes here and there, and maybe widen some of the more narrow corridors as they fell a little claustrophobic. I'll post my full suggestions later once I've had more time to run through it thoroughly; but for now I gotta get back to work :)

  • [CS:GO]de_nerone

    • KernalPanic
    • May 27, 2015 at 5:38 PM

    Is it up on the workshop? I'd like to run around it in game.

  • 3D Shaded Textured Polygon Viewport Issue in Hammer (CSGO)

    • KernalPanic
    • November 24, 2014 at 9:01 PM

    Not sure where to post so I'll just pop it here but... does anyone know if there is a simple fix to get the shaded textured viewport working in the hammer for the CSGO SDK? Seems like it's happening on multiple computers so I don't think it's just mine. From what I gather it appears that when selected, it's shading props correctly but no brushwork, which is what I need it really to be shading.. Works fine in hammer for the L4D2 SDK and Portal. Just not the CSGO one.


    Any insight would be appricated. It's driving me nuts that it's not working as I'm having to use flat and even smooth viewports to get the perspective I need from the 3d viewport.


    example:


    3D Shaded Textured Polygons in CSGO Hammer:


    3D Shaded Textured Polygons in L4D2 Hammer:

  • WIP Defuse map - Feedback

    • KernalPanic
    • November 14, 2014 at 6:24 AM

    Ok, we had a playtest today, thanks again everyone for your time and input. I've included a transcript of the sidechat in the spoiler code in effort to continue some of the points that were made. I've also uploaded the demo files (a little forewarning, I got seriously owned on my own map and is tough to watch...i blame my 180 ping ;-). If your forum name is different than your csgo name please let me know so I can put a forum name to a game alias:


    Some of my main takeaways from the first playtest:

    • Too many routes.
    • B bombsite is hard to cover.
    • Lots of angles (too many?)
    • Wider corridors


    Quote

    g R n FUBAR BUNDY: I got fairly lost here
    Vaya: mid and more mid
    KernalPanic: mid splits off to both sites
    co.bra: can you smoke off the vent without peaking?
    Deh0lise: middle is very complicated imo
    Vaya: yeah was just going to say that. Lots of up and down and all around to check.
    Deh0lise: I like glass, but make it thicker so it penetrates
    g R n FUBAR BUNDY: b is really, really open …
    Mvllsk: yea you can probably get rid of a few corridors
    g R n FUBAR BUNDY: right now as st’s we can totally get flanked while covering it
    Guma: I suggest remove upper parts ABOVE bombsite
    Exodus: same with holding the site when bomb is planted
    Guma: Around it is fine
    g R n FUBAR BUNDY: it may be your intention but it’s different from most maps
    Guma: Cause then you can smoke it.
    Mvllsk: you can keep the stairs at B but make it a dead end platform
    Not an area to push from
    Exodus: you really need to change the 64 height things
    `RZL: I think you overdid it with all those paths
    Exodus: plateau at B for example
    `RZL: its run and gun at the moment
    Exodus: so many angles
    Guma: dude im literally COD:AW’ing in those vents with the awp
    That running speed
    Mvllsk: I mean the map definitely has some cool areas
    I like mid to A
    Exodus: I think it would be still good playable if some ways would be cut off. Does need as many ways.
    Deh0lise: +1 to that

    [T's beat CT's : 8-4] half over

    Guma: how much fkin angles are there?
    I peek and get meat-grinded from like 8 angles
    Slippy Toad: one thing, its really hard to see CT’s in the vent
    'RZL: if we just suck we would get a 8:4 score
    Vaya: T’s have a tough time on here
    Deh0lise: I like the bombsites despite the many paths
    Will be nice once it is fixed
    Deh0lise: a good layout
    Wip
    g R n FUBAR BUNDY: b has some “charm” but it’s sooo difficult to defend
    Exodus: like the layout as well, but needs more love
    Deh0lise: wider corridors too
    Vents should be closer to T’s if they’re for them it’s hard to get to them
    g R n FUBAR BUNDY: oh vents are for t’s?
    Deh0lise: Or just for retake?
    That’s strange
    g R n FUBAR BUNDY: maybe we shouldn’t mix the teams at half.
    Exodus: did we?
    g R n FUBAR BUNDY: guess so…no idea
    Slippy Toad: some ppl chose the same team others not.
    I guess
    Exodus: meh
    g R n FUBAR BUNDY: the room’s design is really different from usual cs stuff, right?

    [CT's rekt T's : 8-0]

    Guam: dat balance
    Vaya: good map less complex pls.
    Deh0lise: yup, has nice spots
    Slippy toad: yes fewer paths plz

    Display More


    Link to csgo dem file: (native attachment uploader would not let me upload it..) http://1drv.ms/1tPmDCs


    Also can a mod, please rename this thread title to "de_contagion - WIP CS:GO - Feedback Please". I didn't see a way to do that and when I had created it I didn't have a name. This level will be a high security infectious disease laboratory so my first crack at the name will be de_contagion . It should help identify this thread and the work I continue to do on the level.


    thanks again everyone.

  • DayZ Mod for ARMA II

    • KernalPanic
    • November 13, 2014 at 12:57 AM

    I'm a big fan of the vanilla dayz mod (cannot tolerate SA at the moment) but since the mod is pretty much dead and they took down the public hive I'm been champing at the bit to try something new.


    that vegetation look amazing. downloading now. thanks for sharing.

  • MapCore CS:GO Playtesting 4.0

    • KernalPanic
    • November 13, 2014 at 12:18 AM

    new here, but I'd really like to get a playtest going for a map I'm working on. Tomorrow will work for me if that spot is still open. If I used the time conversion site correctly that means the test will start at 12PM for me in Seattle, USA.


    'RZL, I'll PM you the link to the file shared via my OneDrive account. NavMesh and Radar have been packed.


    Link to thread:


    If tomorrow does not work, I'm open Sunday as well.


    Cheers

  • CS:GO mapping phases - and some questions :)

    • KernalPanic
    • November 12, 2014 at 11:38 PM
    Quote from Vaya

    How the hell do you do proper version control using hammer?

    Personally I name each save with the map name followed by the date in yymmdd format followed by a-z signifying the save. This works for me as I usually don't have more than 26 saves in a working day on a single project.

    So for instance. de_example141112a would be the first save today. My next save would be de_example141112b and so on until tomorrow.

    The only drawback is that you have to archive files at some point as this method will eat up space. I just rar up a bunch after each week and update my cloud backup.

  • WIP Defuse map - Feedback

    • KernalPanic
    • November 12, 2014 at 6:54 PM

    Hello Mapcorians,


    I'm sorta new here and just wanted to post a cs:go map I've been working on. I've primarily been working on solidifing the layout as it's been though many reiderations already, the lastest showing signs of promise. I'd really like to log more time playtesting before I start on any real art passes and theming of the level.


    I've collaborated with a few of my buddies that play competitivly to work out the timings and understand that nothing is set in stone.


    a few things to note about the level:


    • There are 3 major routes with a upper level cooridor that can be used to rotate between bombsites.
    • If both teams head for bombsite A it must be fought for, much like bombsite B on Dust II. Teams can reach the main room at B bombsite at about the same time depending on their spawn point. There are some minor alternate routes that can be used to access B and spread the opposing team out.
    • Bombsite B can be setup and protected by CT's very quickly. This will force the T's to tacfully breech that site or rotate to A site if heavly guarded and defended.
    • There are 2 flanks that CT's can hit T's with at both sites. If they use the upper cooridor through the B site stairs they can flank T's heading to the B back hall. If they go through Mid they can flank T's that are heading to A.
    • Nav mesh has been tweeked but bots will be bots... CTbots usually stick togehter an go one route instead of splitting up and protecting sites each site as they should.
    • The current lighting is just temporary placeholders so players can see.
    • The map will take place mostly underground facilioty with some mini vistas to the skybox.
    • Again, please keep in mind that NO art pass has been done yet. This is simply to test the layout. Cover crates will be replaced with models and textures will be custom made. (if there are any texture artist that would like to help with the level please shoot me a PM)
    • I already have an idea for the theme, I will release that info once the layout gets locked.


    Link to workshop page:

    http://steamcommunity.com/sharedfiles/fi…s/?id=302037835


    I'd very much like to get a good 5v5 going to playtest. If you are interested, please sub to the map and play offline with bots or with friends to familiarize yourself with the routes and layout. Maybe later this week or over the weekend we can organize a proper 30 min playtest.


    Please let me know what you think.

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