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  3. laminutederire

Posts by laminutederire

  • The Division - Closed Beta Codes

    • laminutederire
    • January 23, 2016 at 9:46 PM
    Quote from NeoNautica

    Not at all! The Closed Beta has some single player and then some Dark Zone, so you can play at your own pace. It's better with a group of course!

    I was asking performance-wise :) because if it's anything like Siege, I'll have some troubles running it despite being at the minimum requirement!

  • The Division - Closed Beta Codes

    • laminutederire
    • January 23, 2016 at 6:59 PM

    is it as demanding as Siege?

  • Architecture Books

    • laminutederire
    • January 21, 2016 at 7:08 PM
    Quote from jakuza

    Love flipping through "Architecture Now!" for inspiration on form and space. Good photography and great architecture.

    they have an impressing catalog because they have themed books, like on wood or things like that, then they have general books, historic books, or architect specific etc :)

  • Architecture Books

    • laminutederire
    • January 21, 2016 at 6:39 PM
    Quote from JSadones

    Hey all, recently I have been looking for something to read while not working in hammer.

    Would there be any books that you guys recommend?
    I tried googling, but I'm getting all these architecture books that are for real architects.

    I'm more looking at books to do with building styles/environment/designing a house/...

    I'd advise you the taschen collection. Not so expensive, and they are noon friendly at least that's what I started reading

    if you want some architectural theory insights I'd suggest autobiographies of famous architect :) I have Frank Lloyd Wright 's one and it's somewhat insightful :)

  • Tech Support

    • laminutederire
    • January 20, 2016 at 6:56 PM

    A wise man once said to me: when you use your hard drive it only gets older and used; but each time you use the cloud, it is newer than the previous time!

  • [Source] Need help with strange leak

    • laminutederire
    • January 18, 2016 at 8:12 AM

    Usually there are warnings when compiling, do you have any?

  • [Source] Need help with strange leak

    • laminutederire
    • January 17, 2016 at 9:36 PM
    Quote from maxlevelboi

    Yepp exact same!

    I have tried removing some hint blocks but I can remove all to see what happenes

    as tomm said it's probably a hint issue. Try to rebuild those in that area to see if it is better? :)

  • [Source] Need help with strange leak

    • laminutederire
    • January 17, 2016 at 7:26 PM

    I had something like that once, but it was an issue with visleaves, and occurred only in a definite space area, is it the same for you?

  • [CSGO] de_richu

    • laminutederire
    • January 16, 2016 at 11:45 AM

    Hey I'll upload screenshots later as I can't use my laptop at the moment.

    First of all, the map feels very neat and unique, so that's a good point and I'm sure it'll end up very pretty!

    As for the layout:

    I found one exploit in the garage, you could boost onto the little crates at the left when you enter as a T, then go up the door frame, then up to the beams and could unfairly hide there. It hasn't been ddisruptive considering where the room is but I feel like this could ruin some rounds from times to times

    For the gameplay, in mid, I think you should redesign a bit the T entry to upper mid, because there are a lot of tiny details which blocks their view, but a sniper can pretty much see all of them and shoot them. I'd make it "cleaner" in the sense that T's should see more easily Ct's camping there.

    Aside from that I liked mid!

    I liked appartements, but I did agree that you could rework a bit the drop zone so that it's safer, maybe make a second drop zone a bit far away from the site? Like on mirage for instance, you could have a rapid risky jump and a safer drop like behind the van.

    Other entry I liked

    As for the other bombsite it felt T spawn was discouraging going that way, because it was at the far right while other parts where in front of you in some way. I felt T's path were balanced, maybe a bit of over complications in the lower part but I didn't play that much there so I don't really know !

    Primarily I'd work on the CTs to mid platform on that site, I felt a bit claustrophobic up there because you don't really have room to move that much. However simply making it larger would hurt the balance of retakes so I don't know what I could suggest :/

    Hope it helps, looking forward to see how it will turn up!

  • cs_corp [an experimentation from my part on cs_ maps]

    • laminutederire
    • January 16, 2016 at 11:31 AM
    Quote from JustFredrik

    I think all of your points you made after the playtest are good points.

    Here is some things I found during the playtest:

    Hidden Content

    I like the idea to re-imagine the cs_ gamemode to make it more competitively viable!

    Keep it up! [Blocked Image: https://lh4.googleusercontent.com/bNxyus36ONO0j6YPwhv1n29WrmfaWINeABZNGxdmZiQNNOyIlOvyopE5hErTNY8D39BJ8Y16cgzVUzFj7M5cy-0YIadpffzLkzWf7Z_iymIY8_3My3Ag43Ub8c3UOJ8UuBizzLIW]

    thanks a lot for your feedback

    For the latter part about T's swarming Ct's at their spawns, that will be fixed by denying access to upper paths until an hostage is taken, and also the path on the right, I still want to make it single boostable, but I will make it a 3 or 4 jumps boosts so that it takes a lot more time for T's to boost up and so that they don't rush Ct's too much

    forthe hostage room boosts you first pointed out, I'll raise the box up so that you can't boost anymore and so that clipping doesn't feel too unnatural

    the hostage room is uniquely designed, that may explain why it acts as a landmark. I will work on other corridors to implement unique feature in all of them so that they are more distinguishable from one another. For instance like the "pit" corridor just outside the small hostage room, the one you pointed out had boosting issues.

    As for the ladder, it was originally designed to be a risky auxiliary path, with the main path being through the lobby. However it didn't play out how it was supposed, so I think I'll weaken the lobby for Ct's and balance that by providing them a path like you proposed

    Thanks for the support!

  • cs_corp [an experimentation from my part on cs_ maps]

    • laminutederire
    • January 15, 2016 at 1:37 PM

    I'm trying to get te best of last night playtest. So let me know if you guys have something more to say:

    -limit the upper areas accesses. I will assess that by closing those areas until an hostage is taken.

    -make the layout less confusing. I will change texture tones and add some bits of details and orientation decals which will make it less confusing.

    -unclear chokepoints. To me they were clear, so I need to force players more into paths so that chokepoints are where they are supposed to be, and only there.

    -changing spawns to make them a bit further apart to gain 5 seconds of setting up at the start of rounds.

    -rework upper paths: make them more viable.

  • [CS:GO] de_waterfall [wip]

    • laminutederire
    • January 12, 2016 at 7:03 PM
    Quote from untor

    anytime, day time (UTC + 4)

    I meant on the mapcore server

    it helps gathering players for matches :)

  • [CS:GO] de_waterfall [wip]

    • laminutederire
    • January 12, 2016 at 6:21 PM
    Quote from untor

    Actually the layout is simple. But its not seen in the overview. Map available for test now, and you can try to play, just add me on steam, here is link: http://steamcommunity.com/id/untor

    playtest it maybe? :)

  • MapCore CS:GO Playtesting 4.0

    • laminutederire
    • January 10, 2016 at 9:30 PM

    @'RZL could you move my submission for this Thursday the 14th please?

    Thanks in advance

  • Which engine is better for AI behavior customization?

    • laminutederire
    • January 10, 2016 at 9:16 AM

    To my mind the engine would be easier overall because it would allow using a lot of assets and easier for the rendering part.

    I think I'll go for UE4, even if the game will probably end up portal-esque

  • Which engine is better for AI behavior customization?

    • laminutederire
    • January 10, 2016 at 12:01 AM
    Quote from AlexM

    Are you supposed to write an AI solution yourself? If so would using an engine like Unreal be considered allowable?

    Unreal has some pretty impressive AI authoring tools but without knowing the specifics of the problem you are trying to solve I can't tell you if it's appropriate or not.

    it would be to develop a game with an AI respecting certain coupling algorithms. The idea behind that is to gimmick some human behaviors and do tests in neurosciences with those programmed coupling in interaction with the player.

    i don't know if that's clear?

    for example you could walk with a kinect and the AI will have its step synchronizing with yours. (Bad example since it's hardly doable to walk long enough with such an équipement, but it gives the type of coupling application.

    Thing is that it all comes down to the AI respecting some differential equations and it being able to change the parameters of the equation to adapt its behavior.

  • cs_corp [an experimentation from my part on cs_ maps]

    • laminutederire
    • January 9, 2016 at 9:24 PM

    Update 3:

    Changed connector between hostage rooms as well as phase 2 upper paths. Timings are now more well balanced. Changed the dev textures to their borderless equivalent, it's better for the eye :)

    Reworked the hall chokepoint to give Ct's a plateform so that they can check the left entry for T's, thus balancing the crossfire Ct's could get into.

    The new overview with phase 1 paths are now these:

    I tested timings too for phase 2:

    Light green path is 40 while walking with the hostage, and 25sec while running withe the hostage.

    Dark green and strong yellow are somewhat equivalent in timing to the light green one, give or take 2seconds.

    Pale yellow is 20 seconds running with the hostage, and 35 while walking.

    light blue is 40 seconds while walking and 25 seconds while running with hostage.

    And finally, the weird colored one is 20 seconds running with the hostage, and 35 while walking too.

    For the light green path, be rest assured, the sightline has been broken by some cover:

    example:

    Quote

    [Blocked Image: http://i.imgur.com/3Az7SbO.jpg]

    Imgur album and Bsp link

    Thanks in advance for any feedback, I'll playtest it when it will be more ready :)

  • cs_corp [an experimentation from my part on cs_ maps]

    • laminutederire
    • January 9, 2016 at 3:57 PM
    Quote from blackdog

    I think definitely organize a test on the server to see if it's working the way you are expecting.

    From the overviews the first impression is that the way to the hostages is a bit too short. On the other hand it's interesting that the rescue areas are past the Ts, I have never played a map that works that way. Wonder if it'll be intuitive enough for the casual player.
    What are you doing to prevent camping on the way to the rescue? (which is one of the points of the article)

    I intend to have the first phase a bit more tense, close, with T's delaying Ct's. I realize it may be a wrong idea to do that considering the rounds are longer in cs gamemode :/ I agree that a test is necessary

    I think it won't, especially the spawn mecanism, I need to think about the visual indicators to help players find the rescue zone so that they do not mislead people to the hostage zone.

    I implemented a splitted rescue zone so that if you camp, you have one of the three entries which is necessary left unguarded. I tried to make it so that the rescue zone is the hardest part to camp in. This is to force people to gather intel and catch up with Ct's before the rescue zone. Basically there are two intermediary meeting zones, and enough time for T's to rotate back to the rescue zone if they went to the wrong meeting point

    currently my main concern is the balance, it feels overly CT sided when playing with bots, but testing will decide if it really is.

  • Hire someone to do minimap/radar/overview for me. (paypall or cs:go items)

    • laminutederire
    • January 8, 2016 at 11:30 PM
    Quote from Telles Leonardo

    Contact:

    http://steamcommunity.com/profiles/76561197974109388

    I can explain you for free!

  • Short questions, short answers - SDK

    • laminutederire
    • January 8, 2016 at 10:45 PM

    Paste special?

    Quote from Bodd Jonar

    Did not find a thread where you could ask random questions about SDK (csgo) that did not have anything to do with a specific map.


    My question: I did a house in one VMF, then when I try to copy it to my map it doesn't snap to the grid. Any tips on how to fix this?

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