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  3. laminutederire

Posts by laminutederire

  • [CSGO] (WIP) de_expansion

    • laminutederire
    • August 24, 2015 at 11:55 AM

    @FFG how long did portalflow take?

    That's one indicator of optimization, if it takes forever it is sign that you need to optimize your map to simplify visleaves for them to follow the basic geometry of the level. You also can use func_viscluster in large areas to tell the compiler that every visleaves see the others in that area, it can reduce drastically compile time, but doesn't help with fps.

    For the radiosity part, the only significant optimization for compile time I found was to no-draw as much faces as possible, since these faces will get ignore during the compile :)

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 24, 2015 at 11:34 AM
    Quote from El_Exodus

    I just had luck, nothing else :P

    can we use your story as a proof that spamming !drop is useless? :P

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 24, 2015 at 11:27 AM
    Quote from jackophant

    "I used 3 accounts btw."

    I was able to get 2 drops, one from cache (opened for chemical green bizon signed by Xyp9x) and one from overpass (opened for a blue varicamo xm1014 signed by device).

    I did not take part in pick em this year, and probably wont again.

    @text_fish there are lots of resources to find out player info, i believe hltv.org released quite an extensive document on player stats for this major.

    Yeah 8 drops with 3 accounts that mean that at least one account had more than 2 drops, and most people didn't have a single drop during the entire tournament

    Personally I don't care I learned many things about how the game can work, like I expected (and I had one drop)

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 24, 2015 at 10:53 AM
    Quote from El_Exodus

    Fnuggi(96), Vaya(86), Puddy(77) and me(92). Who else? I also got 8 souvenirs in total during the tournament. 4 of them are from Cobblestone :D. I used 3 accounts btw. Totally paid off.

    what's your secret? :o many of us struggled to have even one ^^

  • What's going on with your life?

    • laminutederire
    • August 24, 2015 at 12:11 AM
    Quote from leplubodeslapin

    I'm going to the hospital tomorrow for a surgery, i'm scared !! :(

    I'm not gonna die but i really dislike hospitals :/ And after this operation, i'll have to carry this with me 24/7 :

    My internship will be delayed and this brings lots of problems but at least i'll have more time to map

    what's it for? :(

  • de_nausea

    • laminutederire
    • August 23, 2015 at 6:35 PM

    There are some improvements to make for visibility, it is a bit unclear where you can actually go or not and where you can be seen from, especially with foliage

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 10:30 PM

    Major Update!

    I reworked mid and adjusted timings for B a little, as well as placing the drop zone in the T's mid for more effective and "safer" rotation.

    Overview:

    Timing table:

    For Ts

    • T spawn to A via long: 18,5
    • T spawn to A via short: 13,5
    • T spawn to A via drop zone: 16
    • T spawn to A via mid: 11,5
    • T spawn to B via main:14
    • T spawn to B via mid:13

    For CTs

    • CT spawn to A via direct route: 6,5
    • CT spawn to A via mid: 8
    • CT spawn to B via direct route: 7,5
    • CT spawn to B via mid: 8

    Rotation Times

    • A to B via CT spawn: 14
    • A to B via mid connectors: 10,7


    Screenshots and .bsp:

    I figured I should post the imgur link instead of posting them here in spoilers, more easy to read for everyone. I'm putting comments and explanations of changes on there :)

    Link for .bsp file

    Thanks in advance for any feedback provided :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 4:49 PM
    Quote from Logic

    Can you give us an updated overview of the current layout?

    Fudge, I thought I put it in the last update post^^

    There you go:

    [Blocked Image: http://i.imgur.com/PXNp7o4.jpg]

    And @DooM, i opened spaces to allow many possible nades, I'm not worrying about them being exploited :)

    currently I am reworking mid by closing lower mid chokepoint which leads to too easy flanking. That way I can lower walls blocking view from upper to lower mid because that won't lead to over powered positions anymore. In the process I'll widden upper, replace the ramp from T side to make them single boost up there instead. I will also change the b long wall which originally was there to prevent sniping from B on mid, but that way, they will snipe only people going to B.

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 3:42 PM
    Quote from Logic

    Top 25-50% sounds better, even though you can probably go even higher.

    As for bots, don't use them as a reference on rotation times, they never run with their knife out and never take the fastest route. Run around yourself with your knife out, time the rotation from one area to another and try to get a picture of how the map will play by yourself

    I don't know there are players like me who broaden the range of players on mapcore but I am one of the rare silver elite master to have headshot high ranked players during playtests

    Problem is that I am happy with everything excepting mid which need a revamp to play better, and a minor change to main B, but that aside I really don't know what to change :(

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 2:53 PM
    Quote from Logic

    Don't design your layout with the top 1 % in mind. If the level is accepted by the normal community (without extreme exploits) some people will take the map and play it competetively, if that happens you'll see all types of exploits/tactics emerge. It is then up to you if you want to patch these out or if you think that it enhances the depth of the map

    if I use the feedback provided here, I should design the map for the top 25-50% players, since there are not really bad players on playtests for instance!

    in the meantime I don't know what to change, no bots have ever arrived to the bombsite at the right time because they are all so fucking dumb... but I don't know if it is a symptom of a too long rotation time, or if it is solely the result of them running around T spawn then taking the longest route to the other bombsite, then taking the longest rotation path and arriving in the last 10-5 seconds..

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 22, 2015 at 2:45 PM
    Quote from jackophant

    If you can see someone before you're blind you could roughly track their movement. The same for smokes if someone runs across behind one.

    I didn't see the game, so I can't comment but I'm pretty sure from the spectator mode it shows a faint white overlay and the eye icon count down so you don't really know how much they can see as it's not a full replication

    I'll keep on playing to learn those things then!

    I admit it was pissing me off that they picked up frag after frag like that against the only remaining team from my country, so my brain may have subconsciously exagerated a bit ^^ is there a way to see the exact same things as they do? I haven't found one :(

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 1:33 PM
    Quote from Vaya

    That's just what the game becomes at higher levels you even get plays like that in MM :P

    Don't design for this because this is players pushing the map design to its limits...try and design for this and you'll end up with a mess. If flaws are found after the map is released (These are only ever found after heavy playtesting with a wide player base) then you have amend to fix the flaws. Simple as that :)

    yeah but good players during playtest don't try that too much, so you cannot know how it'll play with this style

    I'm far from release, I like better the new configuration of bombsites but mid feels still a bit shaky, so I'm gathering all the feedback I can for now :) (even if it is a bit dead on here since esl one has started :P )

    My B chokepoint feel to me like B on Cobblestone, don't know if it is good though ^^

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 22, 2015 at 12:57 PM
    Quote from jackophant

    You mean people who are fully blind are getting kills? Simply timing and spacial awareness. It's reasonable to expect someone to step out of an entrance almost immediately after a flash goes off to capitalise on the full duration of blindness. The trick is to not panic and just time the shot for when they run out, providing you haven't moved your crosshair that is.

    Another way, say something like banana on inferno. These guys know their spray patterns so well that they don't need the visual element to make it with, it's all muscle memory so they can give a fully accurate spray down a narrow corridor to some effect.

    I know but for a few rounds NaVi basically had most of their kills while being blind, and and they kinda moved their crosshairs to follow targets while spraying which is a bit insane from my point of view because I don't know how they could have known which way enemies were going, aside from... luck?

    oh yeah I still don't know how to memorize them ^^ watching tutorials did not help that much ! Are they easier to learn with lower sensitivity ?

    and thanks for the explaining, it was clear, since I fully understood even if I still suck at this game :P

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 11:56 AM
    Quote from Vaya

    In what regard? Not sure what you're meaning here...

    They use such a huuuuge amount of smokes flashes and molotovs :) and they have a more steady pace, way more patient because of the use of nades. So timings are a bit different since they spend half the round preparing their attacks!

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 22, 2015 at 11:45 AM

    I'm watching the first quarter final, and I'm wondering, how come they have so many fully flashed frags?

  • Modern themed map [CS:GO]

    • laminutederire
    • August 22, 2015 at 10:42 AM

    I've watched the tournament these past two days and I noticed that they have a phenomenal teamwork and some ways to play very differently than us common people! Should the process be focused on a design for this extreme teamwork, or should it be focused on normal people teamwork?

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 21, 2015 at 10:01 PM

    Want to win bets? Easy, just listen to those people who are commenting the game, they have been so bad at guessing how games have played :)

  • Your favorite Minecraft resource packs?

    • laminutederire
    • August 21, 2015 at 9:00 PM

    Not entirely on subject, but can someone explain me why this game has so much success ? What am I missing?

  • de_nausea

    • laminutederire
    • August 21, 2015 at 3:22 PM

    I'd advise you to playtest it while there is still time :)

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 21, 2015 at 3:19 PM
    Quote from jackophant

    and then what about all the mixed ranks that play together?

    45 seconds is a long time to defend the bomb for, regardless of the level of player you are against, and if people are that bad that they don't know what they're doing in 45 seconds, why does it matter how long the bomb is ticking for? Eventually they'll get the idea and then work to the tighter schedule.

    Well okay then :) personnally I don't mind it being 35 seconds at all, but I think some bad players would object to that idea because they get lost when rotating :P this is why is proposed that :)

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