Posts by Nakroma
-
-
Quote from Vaya
I'd like some in-depth ones about lighting and colour choices. I don't think any exist though

In this part he talks about it, but thats probably not indepth enough for you
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
I added the one mentioned here and the one of de_torn
-
-
Hey,
I really enjoy, for some reason, making of's of maps. I really like the insight and to hear what the creator thought at different stages.
A perfect one is the making of de_sparity from 3kliksphillip:
It's incredible detailed, long and has a lot of insight from his perspective.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Another one is the making of de_facade from maxgiddens (the co-creator of the map).
http://www.tophattwaffle.com/creating-facade/
Its good and a interesting read, altough not as indepth as the one from 3kliksphillip.
Of course, the infamous making of dust2:
http://www.johnsto.co.uk/design/making-dust2
Really interesting, read it if you have a bit of free time, its worth it.
More of an interview than a Making Of, but still really interesting, a interview about de_torn:
http://twhl.info/articulator.php?art=11
The makin of Sienna, from the dust2 maker:
https://www.johnsto.co.uk/design/making-sienna
A making of DM_Zest, a HF2 Deatchmatch map:
http://www.worldofleveldesign.com/categories/wol…iago-klafke.php
Making of de_cistern, quite indepth one focused on detailing:
http://upload.habboi.co.uk/makingofcistern.pdf
Castle's YouTube channel, random building episodes of different games and engines, worth a look:
https://www.youtube.com/user/zZCastleZz
Making an Indie game: Dear Esther
http://www.gdcvault.com/play/1015529/D…Making-an-Indie
A powerpoint presentation on video, quite interesting
Is anyone else interested in that kind of stuff? Do you know something like that? Post it

-
Quote from clankill3r
haha

What if I make an abandoned school overgrown with plants? I love in the Netherlands, no shooting at schools so far.
Just don't do it.
For me it was probable de_overpass:
The map is still quite buggy and not 100% perfect yet because its so new, but IMO its one of the most fun maps in CS:GO. The vertical layout is so unique and I really enjoy all the boostspots.
-
Interesting video on the removement:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.For me, I don't like this kind of games (I enjoyed movies like 'God bless America', but this was a satire, and this game is not) but when people like that, I'll not judge them.
Apart from morality reasons the game seems kinda dull. I mean, you are just shooting civilians and doing not much else.
-
-
-
This is not intended to insult you, its a serious question from me:
What advantages has it over hammers built in compiler? Yes the autopacking is obviously, but the time it takes me to start this equals the time I compile in hammer and then start my levelpacker, anything else from that? Am I overseeing something?
-
@RZL in this case I would like to postpone my playtest to 2 days after (18.12), thanks.
-
http://www.file-upload.net/download-99976…radise.zip.html
heres de_paradise, sorry that im uploading it that late. -
So I just bought it and it seems like a lot of fun, but my FPS are so horrible low. I dont have a good computer but even CS:GO runs on low on 80 FPS, and even with the settings in the early access FAQ I only get 30 FPS. BTW, alone on a server. For a game thats almost minecraft level in graphics thats really really bad.
Also the server browser is horrible. I dont know exactly why the player numbers are in the middle of a string, but it needs ages to find a game with players on.
BTW has this some kind of anticheat?
-
Quote from Mvllsk
- Change the door in B to a window and raise the hallway (add a staircase). That prevents CTs from rushing around and stopping Ts early from two angles. Still alow it to be boostable just to enable a surprise play by CTs. Also reduces the amount of easy afterplant positions for Ts.
Altough your idea is really good and you have a good point regarding the T, in the playtesting I really enjoyed the door. So maybe find a way to artificaly increase the timing / block the sightline and leave the door?
-
de_solution sounds good, quite catchy. Better than de_summer at least

-
I also would like to test my de_paradise on 14.12 after the changes. I'll sort a few bugs out and send you the files a day before or so.
-
Thanks for everyone with the radar advices, I'll keep them in mind.
I just pushed out v9 of my map: http://steamcommunity.com/sharedfiles/fi…s/?id=348083613
Basicly I clipped A site, you cannot go onto the house and onto the logstorage roof anymore.
I detailed a lot, most noticeable CT and T spawn, but I detailed B site and B tunnel too.
I also lowered the B catwalk from feedback from playtesting and moved the crates more in the middle, so you can't access the back of the rafter anymore, cutting deadspace and places to check.
I added more cover to A: on spot, at the start of the logstorage and in the logstorage itself.
I fixed the mid bridge and the dried out river.
But now the most gamechanging updates:
I widened B connector, this should let the vent feel less claustrophobic and its not a deathtrap anymore.
I added a vent that leads from B connector to the small dark vent (which is lit now, by the way), giving CT's also a sneaky way to defend/retake the site.
I also added an mid connector on T-side to long since I feel its needed. I didn't really thought it out well, I just want to see how it affects gameplay at the moment.
-
Quote from Deathy
noooo way man, leave the crates at home depot (they're so 90s!) and try to create some depth with various wall levels, actually 'breaking' the wall or some of the windows. I am not sure you want to detail at this stage though already, but if you do, keep in mind, that you have consistency there or try to achieve that at least. You have a rather wooden and brownish theme, integrate that and set some streamlining highlights with a coherent color.
Hmm.. I dont know much what you could do to a warehouse, but Ill try.
Currently it looks like this (keep in mind, light is on fast so the light is still not good):
[Blocked Image: http://puu.sh/dljOB/de6916d705.jpg]
-
Nice, looks a lot better then in the playtesting session. B looks great (altough I kinda liked the minipit), mid looks also really good.
Did you do anything to the huge long door corridor?
-
Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.
I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.
[Blocked Image: http://puu.sh/dimGJ/7c5a1605f0.jpg]
