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  3. laminutederire

Posts by laminutederire

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 21, 2015 at 2:26 PM

    35 sec is pretty harsh for beginners, they could do 45 sec for silvers, 40 for gold novas and 35sec for higher ranks or something like that ?

  • [CS:GO] - Lighting and compiling questions

    • laminutederire
    • August 21, 2015 at 2:01 PM
    Quote from Evert

    Yeah true, does that work as intended when scaling though?

    Since the scaling is based on the bounding volume of the selection IIRC?
    Never tried it

    neither did I, that's why I formulated it as a question with ctrl+m it may work!

  • [CS:GO] - Lighting and compiling questions

    • laminutederire
    • August 21, 2015 at 1:52 PM

    Isn't a paste special even more effective to align things?

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 11:32 PM
    Quote from Logic

    Haha, I meant the hiding, can't try the level out since I dont have access to a computer this week :P

    I wouldn't call that a job but hey, thanks :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 11:21 PM
    Quote from Logic

    No need for an apology, good job

    good job on the layout or good just on the hiding things part? :P

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 8:18 PM
    Quote from Logic

    Please oh please hide the screenshots next time. They take up way too much of the page if you're not interested in looking at them :o

    Everything is hidden now, sorry for the trouble!

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 7:03 PM

    thanks to @grapen tip lighting is so much better! I've reworked both bombsites and a little bit its surroundings. @jackophant I addressed the issues you pointed out to me!

    That leads to a new overview and new timings:


    as you can see, bombsites have different positions.

    The new timings are:

    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:14,5
    • T spawn to A via mid: 10
    • T spawn to B via main:14,5
    • T spawn to B via mid:11,5

    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: 12

    I compared to dust2 timings and they are roughly the same. So let me know if this is better in your opinion too :)

    For those who want to test it, the link is the same than on the other post (link ). Here are screenshots for other:

    Quote

    -widden B main chokepoint:

    [Blocked Image: http://i.imgur.com/sBSzV44.jpg]

    -B from T main[Blocked Image: http://i.imgur.com/E23uOxn.jpg]

    -upper B

    [Blocked Image: http://i.imgur.com/P8dCr12.jpg]

    -upper B windows

    [Blocked Image: http://i.imgur.com/8jAZJYS.jpg][Blocked Image: http://i.imgur.com/8Sky6NH.jpg]

    -B long view

    [Blocked Image: http://i.imgur.com/4q91Hm5.jpg]

    [Blocked Image: http://i.imgur.com/1GiNtov.jpg]

    -B overview

    [Blocked Image: http://i.imgur.com/vbHqYC8.jpg][Blocked Image: http://i.imgur.com/SMx57DW.jpg]

    - A CT entrance

    [Blocked Image: http://i.imgur.com/oizS7BN.jpg][Blocked Image: http://i.imgur.com/AuXov20.jpg][Blocked Image: http://i.imgur.com/qyRd9oQ.jpg][Blocked Image: http://i.imgur.com/4dipxz9.jpg][Blocked Image: http://i.imgur.com/KkzHEbk.jpg][Blocked Image: http://i.imgur.com/ywoEFDf.jpg]

    -A long

    [Blocked Image: http://i.imgur.com/Y5OT7Mr.jpg][Blocked Image: http://i.imgur.com/YbJSuDm.jpg]

    -A bombsite

    [Blocked Image: http://i.imgur.com/6FxDTGA.jpg][Blocked Image: http://i.imgur.com/afIgSpb.jpg]


    There are a couple more screenshots here

    Thanks in advance for your time and feedback!

    Display More
  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 1:46 PM
    Quote from grapen

    It's the default bloom acting up. Add a tonemap_ctrl and a logic_auto to your map, go to the properties of the logic_auto, then to the Outputs tab. I use the following values for Scepter, play around with them to find something that works for you:

    OnMapSpawn tonemap_ctrl SetAutoExposureMax 1.5
    OnMapSpawn tonemap_ctrl SetAutoExposureMin 0.5
    OnMapSpawn tonemap_ctrl SetBloomScale 0.2
    OnMapSpawn tonemap_ctrl SetTonemapRate 0.1

    Usually I use 1.2 as max and 0.3 as min.

    Thanks for the help :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 1:40 PM

    B timings are the same than A on dust2, so I feel confident that the work to do is on the site itself. On A it would reduce rotation times and balance timings for both T's and Ct's, it would resolve the issue of chokepoints being too far away from sites.

    What did you think about mid and chokepoints?

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 1:22 PM
    Quote from jackophant

    well, the only thing you've got right now is a layout and it issues. The chokepoints for your bombsites are still way beyond the bombsite, and are still multiple rooms away. Your timings are still quite large.

    For reference, you should load up some official maps and time how long it takes to get to each bombsite as each team.

    for the chokepoints position, I'm thinking of reworking bombsite rooms, to make them either like a single room, or a double level room with the plant zone relocated closer to the T entry?

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 12:17 PM
    Quote from jackophant

    You have a lot of tall walls/buildings. Not everywhere has to be like that.

    I know, they are either placeholders to simplify the skybox closing or tall walls to block visibility and boost spots. I'll change all that with detailing.

    What's wrong with the map other than that?

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 10:48 AM
    Quote from jackophant

    Is the BSP available anywhere to play? I think I need to see this for myself but the layout does look better.

    Also, that last picture, your brushes aren't aligned properly. Make sure you have grid snapping on (shortcut toggle = shift+w), or your grid is around 32 units to make sure this doesn't happen.

    I still don't understand what is going on with your lighting.

    ohyeah haven't seen that, just made changes too fast and grid was like at 4 or 2 this time, and I must have missaligned things! I'll fix that. (Edit: I checked the vmf and wall thickness are just differents )

    Lighting seem too bright but I think I mainly haven't got the best angle, because I have the same lighting parameters than in valve's sky list.

    here is the link for the bsp

  • How do you decide on what to play?

    • laminutederire
    • August 19, 2015 at 9:13 AM
    Quote from blackdog

    I feel you Sprony, kinda the same and I'm not even married. I really get annoyed with people in other forums complaining of games being too short. I really wonder where these guys find the time to play that much I see them play (and it's 25+ age for some).

    Anyway I make the time. If there's something I like I will play it, doesn't matter the length. I'm more concerned of the quality.

    For Arkham Knight I've spent up to now 75hrs, and still will have to play a bit cos I will get those last 4-5 achievements. And in the future the SP add-ons of the season pass. I just sacrificed sleep and pulled several 3AM (or even later) nights.

    I loved playing with my dad, I would shoot and he would "drive" in Wolfenstein's and Doom's mazes, while I would help him give directions… then with Halfife and the advent of mouse, became impossible. Also my dad got so hooked he went on to play HL without me so I had to finish on my own.

    That being said, I wouldn't really want my only game time to become playing Wii shit.

    I had better ways to play in my youth with the Xbox I guess

    we played fps like halo in co-op as well as nba 2k games. But I admit that at first it was with our father but more rapidly I played mainly with my brother, so I guess the better lesson is: @Sprony, make another child that'll give you some free time :P

  • [WIP] de_abyss

    • laminutederire
    • August 19, 2015 at 12:32 AM

    I agree with @text_fish on the fact that you have to be careful that some of us have way worse computers than you do. But I don't know if it is the windows 10 update which boosts my performances a bit, but I actually had a slightly better fps overall than on most official maps, so there is definitely some progress on that part, all the more so impressive since you increased quite nicely the level of details. Details felt a bit noisy, and I'd suggest that you use more colors for player guidance and cover silhouettes, to increase readability.

    About the layout I prefer the sniper nest as it is right now, it was a good change. That aside I don't have much to complain :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 19, 2015 at 12:08 AM

    i tried something new:


    It gives the following timings with spawns a little different than before:

    For Ts

    • T spawn to A via long:18
    • T spawn to A via short:15,5
    • T spawn to A via drop zone:16
    • T spawn to A via mid:13,4
    • T spawn to B via main:16
    • T spawn to B via mid:14

    For CTs

    • CT spawn to A via direct route: 5,4
    • CT spawn to A via mid: 10,3
    • CT spawn to B via direct route:9
    • CT spawn to B via mid: 10

    Rotation Times

    • A to B via CT spawn: 14.6
    • A to B via mid connectors: 14.3

    Chokepoints are at the same place approximately but now it acts more as a long range choke point, where T snipers arrive first on the chokepoint, still to punish pushing Ct's. This change make the chokepoint exit more closer to the bombsite. Time and tests will show if it is still too aggressive, but to me it acts as double door at long in dust2, Ct's can either push it agressively, then t's have the advantage, or stay back next to the bombsite and defend it from within. if the realisation isn't close enough to what's intented let me know!

    Screenshots of changes:

    Quote

    -view from T spawn: The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    -new path to A:

    The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    -I moved a bit Ct B entrance:

    The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    -view of B chokepoint:

    from Ct side

    The content cannot be displayed because it is no longer available.

    from T side

    The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    -added a nade window:

    The content cannot be displayed because it is no longer available.

    -reworked connector:

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    -other nade window between mid and connector:

    The content cannot be displayed because it is no longer available.

    -reworked B long a bit:

    The content cannot be displayed because it is no longer available.

    Display More
  • de_worldstage (csgo)

    • laminutederire
    • August 18, 2015 at 7:00 PM

    There are some good looking areas but overall it is too dark to have a good readability :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 18, 2015 at 5:45 PM
    Quote from jackophant

    For Ts

    • T spawn to A via long:20
    • T spawn to A via short:19
    • T spawn to A via drop zone:21
    • T spawn to A via mid:12.3
    • T spawn to B via main:16.5
    • T spawn to B via mid:13

    For CTs

    • CT spawn to A via direct route:6.5
    • CT spawn to A via mid: 10.6
    • CT spawn to B via direct route:9.5
    • CT spawn to B via mid:11

    Rotation Times

    • A to B via CT spawn: 14.6
    • A to B via mid connectors: 14.3

    here are the timings

    it was intended, because the idea was that having the control of that part of the map give very different possibilities to attack the bombsite, and gives a great advantage over the bombsite, but if CT's push too agressively the can be flanked through mid or T's have a powerful rotation that can push them into a bad situation.

    In addition T's have the advantage to be able to snipe the choke point before CT's arrive, giving a way to punish them if they are too aggressive.

  • Modern themed map [CS:GO]

    • laminutederire
    • August 18, 2015 at 4:39 PM

    colors are supposed to be the communication hint^^ spawn to spawn through mid is an indicator of the scale since it is almost a straight line through all the level. in blue and gold are the timings for rotation which are important. What matters is that someone pointed me inthe direction that rotation are too long so I'm pushing another version with reduced rotation times :)

  • Modern themed map [CS:GO]

    • laminutederire
    • August 18, 2015 at 2:59 PM
    Quote from jackophant

    You've got a pretty brutal sight line going through what I presume to be T spawn at the top.

    You have a lot of walls which look like AK, if not AWP fire could penetrate them.

    Your contact points for both bombsites are very aggressive, especially for the left bombsite which is massively aggressive.

    One-way drops are a bit gimmicky, and having two, especially inflicting fall damage is a little much.

    I really think you need to relax your chase of this modern style. While it does look a lot better, I think you're limiting yourself. You should crack out a full greybox and settle for theme after as I still feel there's far too much being left to the imagination.

    I'll message you some suggestions I gave someone else regarding concepts for the layout

    Display More

    The sightline is cut by the descending alley.

    These walls are placeholder covers, so I'll make them thicker when needed, I'll have to check but few are thin enough to let AK bullet pass through though.

    What do you mean by aggressive?

    One way drops were a way to allow rotation options for T's while not allowing flanking for CT's. But I think that I should remove the right one, but the left one is in my opinion essential as it provides a faster rotation for T's and can allow some flanking option for T's even if CT's still have a huge advantage since they know easily if a flank is happening if they hold mid at least decently.

    I'll change elevations a bit to remove fall damage though!

    Ahah I went a bit full retard on details at some places since I was waiting on feedback. Easily removable though

    Timing chart: The content cannot be displayed because it is no longer available.

  • What's going on with your life?

    • laminutederire
    • August 18, 2015 at 2:14 PM
    Quote from Sprony

    Many times. But it's not something that needs to be forced. Just go with the flow and life will show a way.

    I know that the new chapter will open on September the 6th, but in the meantime it feels helpless to wander on and about. At least, I apparently am not the only one experiencing that :)

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