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  3. MaanMan

Posts by MaanMan

  • Areaportals Hint and Skip

    • MaanMan
    • November 27, 2015 at 8:53 AM
    Quote from jackophant

    inb4 secret stockpile of physics melons

    I can confirm that too many melons will cause this error. While I thought the max amount was 2^11, I found it to be closer to 1950. While that amount is possible it does not run very stable, however 1922 runs rather smooth. Here is a vmf if you wish to blast down hundreds melons, also there is a little possible prank included.

    https://www.dropbox.com/s/2111mujoehwv…n_Test.vmf?dl=0

    P.S I will be checking all future playtest submissions for similar pranks.

  • Are all french people of Mapcore Okay?

    • MaanMan
    • November 14, 2015 at 1:27 AM

    I hope that everyone and their families are all right. My heat goes out to everyone affected by the incidents tonight.

  • MapCore CS:GO Playtesting 4.0

    • MaanMan
    • October 29, 2015 at 3:23 PM
    Quote from Psyrius

    I understand the first two, but the third is just a personal opinion ^^ But I think the one who wrote that wasn't super serious about it... I hope

    Quote from Vaya

    'NO CLIPPING, NO MINIMAP AND POOR MEMES'


    most scathing feedback I've seen.

    There was a sign that said "YOU SHALL NOT PASS" with a picture of Gandalf, which one could simply walk by. And a doge dog saying "Many detail, Amazing forest, wow...." for a forest made out of square brushes. I can say that I've seen better memes in my days.

  • WIP in WIP, post your level screenshots!

    • MaanMan
    • October 29, 2015 at 3:08 PM
    Quote from Yanzl

    I guess Mirage 2 is still being worked on.

    A few days after FMPHONE announces that Squad will be working on Mirage 2.

    MaanMan "So what is the theme going to be for Mirage2?"

    Squad "I don't know yet. Any ideas?

    MaanMan " How about an amusement park?"

    Squad "Doesn't sound possible with the source engine."

  • So I have some spare games...

    • MaanMan
    • October 28, 2015 at 5:10 PM
    Quote from jackophant

    Can I have Remember Me? Thanks in advance Jack!

  • help. how add l4d skybox in csgo sdk?

    • MaanMan
    • October 18, 2015 at 1:16 AM
    Quote from Atrax

    I would like to know if my method works

    Doesn't work.

  • What have you purchased recently?

    • MaanMan
    • October 12, 2015 at 6:25 PM
    Quote from blackdog

    I went for the cheaper Kana V2

    I hope you don't mind the smaller size of the Kana. I could never get a good grip on it and my hand would cramp up. Its a great mouse if you travel around with a laptop but I wouldn't use it as a desktop mouse as it is small.

  • What have you purchased recently?

    • MaanMan
    • September 29, 2015 at 7:27 AM
    Quote from blackdog

    So I definitely need a new mouse:

    You can definitely see how much is worn my trustworthy Logitech Pilot 300, not sure you can appreciate that also the bottom left edge is worn… result is mouse is unstable and wobbles left and right.

    I'm not gonna buy another Razer, as the one I have never worked properly. Tried to contact them past days they haven't even read the Facebook message.

    I've seen other suggesting the Steelseries, had a quick look but prices vary a lot. Something in the 40£ would be perfect, will evaluate if to spend more (70£?). Confusing, on Amazon same model had different prices with no clear technical differences other than colour.

    I like ambidextrous mouses although I'm right handed.

    I've used a lot of mice over the last few years due to my abusive tendencies. Right now I been using the sensei raw from Steelseries and have been quite enjoying the experience. It has lasted my two months of extreme abusive use with out any hitches, until the mouse wheel started squeaking a few days ago. I'm not too sure what to make of this, perhaps I will put it out of its misery, or seek medical help for my mouse. Previously, I was using a Zowie Fk1 until it was stolen way during a lan party, I hope Zowie's new owner is less abusive. While both mice are very good, the Zowie FK1 is the cheaper option, and the one I would buy again.

    http://www.amazon.co.uk/SteelSeries-Se…&qid=1443504926

    http://www.amazon.co.uk/Zowie-Gear-FK1…&qid=1443507085

  • De_Scrapheap [WIP]

    • MaanMan
    • September 24, 2015 at 12:51 AM

    Here is a little SDK tip for you. When painting geometry you can use the smooth effect to average out the points on a displacement.

    Also there is a very long sight line from T spawn to the Middle area.

  • Metal Gear Solid 5

    • MaanMan
    • September 11, 2015 at 6:49 PM

    knj and @(HP)

    Quote

    You can kill Quiet during the cut scene after the battle. If you kill her, she is completely removed from the game and story line.

  • [WIP] DE_MUROS

    • MaanMan
    • August 13, 2015 at 9:48 PM

    Looks like a big improvement from the last playtest. Good job on the changes!

  • MapCore CS:GO Playtesting 4.0

    • MaanMan
    • August 13, 2015 at 9:30 PM
    Quote from crowbAr

    Oh one more question: After making big changes to my map, can I request a 2nd playtest? I can understand if the answer is no

    Applying for another playtest if fine. We however, want you to take some quality time over the feed back and make changes that will mater. If you apply for another playtest within this week, we will most likely turn you down as you have not spent quality time working on your map.

  • What have you purchased recently?

    • MaanMan
    • August 13, 2015 at 9:11 PM
    Quote from Sprony

    I've finally found a TV for my mancave. It's a 46 inch smart LED TV. Since the room ain't that big it looks humangous. Still have to connect everything properly and hook up my sound system but the end is near. This winter is going to be good!

    Great, now I really want a mancave in my first house.

  • MapCore CS:GO Playtesting 4.0

    • MaanMan
    • August 13, 2015 at 6:11 AM
    Quote from Bozocow

    Please save Sprony the pain of removing you. Just delete everything you wrote and write an apology.

    @Sprony I'm sorry that 'RZL and I could not defuse the issue. I hope that an issue like this never turns up again.

  • How to make 1v1 maps...

    • MaanMan
    • August 12, 2015 at 8:23 PM

    I built this small map to help people teach people about func_details, displacements and some other small things. Feel free to have a look around to understand how some of the simpler things are done with the SDK. As this is materiel to teach, it should not be published.

    https://drive.google.com/file/d/0B9IIzN…iew?usp=sharing

  • [CS:GO] de_scepter (WIP)

    • MaanMan
    • August 12, 2015 at 6:18 PM
    Quote from grapen

    Which angles are you referring to? I could probably explain my thought process.

    Quote

    Green is the player

    Yellow is player's Sight line

    Red is where enemy fire can come from

    B is awkward because you have to turn right to act against this sight line but in doing that you leave yourself exposed to another strange angle.

  • MapCore CS:GO Playtesting 4.0

    • MaanMan
    • August 12, 2015 at 6:05 PM
    Quote from y-man

    Hey guys,

    I submitted my map "de_change" for playtesting session on 20.8. today. But I want to clarify, that the current version in steam workshop is not the one for testing. I'm currently working on a big update coming out not later than monday. I hope there are no problem with this approach.

    Just saw this after I sent you a message. This is approach is fine, just make sure to add that extra T spawn as you are missing one!

  • [CS:GO] de_scepter (WIP)

    • MaanMan
    • August 12, 2015 at 5:41 PM

    While the map visual looks very nice, there are some very strange in mid and B. I would playtest and look at changing some of these angles before working on the map anymore.

  • MapCore CS:GO Playtesting 4.0

    • MaanMan
    • August 11, 2015 at 10:30 PM
    Quote from Bozocow

    My map submission is being turned down because, "It is not ready to be playtested." There's no indication of what that means. It doesn't tell me that the map, say, doesn't have a radar, or is missing spawns, it just says, "not ready." Will one of the moderators tell me what that means? Nobody else seems to be able to give a good explanation.

    Also, I'm glad the workshop is acceptable now, that really makes a lot of sense.


    There are some minor problems about your map which were listed in the excel sheet. While these were list they were not the main reason why your map was turned down. At the end of the day your map was turned down purely on the layout. I’ll go over how you can correct the small things and then talk about how to build a better and more sound layout from the ground up.


    Spawns is one of the easiest to fix. All you needed to do was add five more spawns to each side, as the playtest requires it to be possible to do a 10v10.


    Doors is another problem your map faces. There are simple too many of them. With the current map roster all of have less than one door for the whole map, the exception being de_nuke. Doors are used to hide a player’s advance and to act as a very strong natural choke point. Door should never be used as a means to solve timing issues, or as a way to make your map feel more realistic. This is also why doors across all maps open at a speed of 200, they are there as chokehold not speed barrier.


    Like doors, there are too many vents in your map. While you can argue that the empire state building has 50 miles of radiator pipes and my map should too, this is a weak and laughable argument. Layouts should not rely on the use of vents, as they are awkward and restrictive in gameplay. The only map which have a good use of vents and timing is de_mirage. The vent into the window room is used to slow down CTs to mid. A good example of vents as a chokehold is the vent into checker on de_cache. These are the two only reasons why vents should be used at all, and even then they should be used as little as possible.


    Cover is something that many newer mapmakers make the assumption that more is better. While this could be said about some single player games it is never the case for multiplayer games. In multiplayer games predictability is one of the core values to gameplay. It doesn’t matter if it is an RTS, MOBA, FPS, MMO, Fighting game, or god forbids a real sport. You want to make the game predictable as there are two sides to each game. An unpredictable game leaves players frustrated, bored, and angry. This is also the case with too much cover, and because of this carefully planned cover is always the better choice.


    A very simple thing you could have added to your map is simple decals to help guide your players around the map. There isn’t much to really say about this for as it is self explanatory.


    Now to the real reason why your map was turned down, layout. As far as I can tell this map is your first attempt at building multiplayer map, which is great! Building maps is a great use of cogent thinking, problem solving, and creative thinking, I encourage you to continue working on projects that promote similar trains of thought. There however big problem which you need a pointer on.


    For every action a player makes there should be a negative punishment that the action should carry. If a player goes to defend site A he should be made accountable for that action when he rotates all the way to B site. For many games resources are the punishment for a misplay, in Dota when you are killed you lose some of the gold which you were carrying. This idea is also prominent for Counter Strike, however the resources are time, weapons and money. While we cannot affect two of the resources in Counter Strike with a new map, we can greatly affect the the resource time. Many players call this “timings” and that is exactly what it is. When you are forced to rotate you are being punished for an action that did not work. Many times the players also have a choice to make with their rotation, do they wish to take the faster but more dangerous path or the slower and safer path? This is something that you have yet to realize when making. Your rotation are very fast, awkward and some give a large advantage with vertical gameplay. Before trying to design a new layout take a few weeks to study the current map roster to understand how rotations are used. I recommend studying de_dust2, de_cache, de_resort, de_mirage and lastly de_overpass for great examples on how timing is built into the layout.

  • de_strada

    • MaanMan
    • August 10, 2015 at 8:11 PM
    Quote from Quotingmc

    Looks nice for your first attempt! Seems to tile nicely too. I think you have a real shot at wining this contest looking at the number of finished projects if you can get this done on time.

    We will see if that is possible. It would be a miracle if we finish, seeing how all the detailing is being done with this month.

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