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  3. Bodd Jonar

Posts by Bodd Jonar

  • WIP The most meta map ever (de_)

    • Bodd Jonar
    • October 9, 2015 at 11:50 PM

    The bombsites sure looks interesting. Maybe the B site should be higher, could be interesting gun fights from one slope to the other if that was the case.

  • [csgo] cs_cruise

    • Bodd Jonar
    • October 8, 2015 at 9:20 PM

    Visually it is as incredible as workout, truly amazing. You haven't optimized the map yet tho I guess? :)


    Also noticed this little bugger http://images.akamai.steamusercontent.com/ugc/6409931506…2893C709F07993/

  • WIP de_eve

    • Bodd Jonar
    • October 7, 2015 at 5:08 PM

    Ask for a playtest by following the instructions in the first post. https://migrationtest.mapcore.org/topic/17116-ma…ting-40/?page=1

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 7, 2015 at 2:03 PM
    Quote from 3Dnj

    Leaves took the bounding box of props and not the geometry so it's not that accurate. Also, I hope you aren't running vvis on fast.

    It worked, thanks! But even if I have vvis on fast, I can load portal file in sdk and see that the portals can't see each other. Having it on normal makes the egnine look "closer" on what other leafs it can see? Thought it only made better leafs.

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 7, 2015 at 1:26 PM
    Quote from 3Dnj

    I don't know what happenned to the pictures I've put as a suggestion of leaves but nvm. You wre usng mat_leafvis 1 to see your leaf ingame, you can use mat_leafvis 3 to see what are the leaves that are calculated and visible frome you leaf. try to understand how.


    Also try to avoid the little mess you made with diagonal hint, try to simplify stuff like this

    I seriously don't know what to think of hint/skip, just can't make sense of it. I made a visleaf around one of the barrels, it is impossible for the two visleafs to see each other. But they still render each other.

    http://images.akamai.steamusercontent.com/ugc/6409931506…E882FA615838D0/

    The barrel I am aiming at is its own visleaf.

    http://images.akamai.steamusercontent.com/ugc/6409931506…B71B891812C8C7/

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 7, 2015 at 12:14 AM
    Quote from 3Dnj

    Wrong !! They are.

    Try this : the goal is to make the "sky" visible from you small room not connected to the leaf that contains the platform.

    They are not, the platform is its own visleaf.

    https://gyazo.com/112ce315bf230a9ac0df52db90ed915a

    https://gyazo.com/f3dbbc53b3b8ac6952b520d3d7aa69f4

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 6, 2015 at 9:00 PM
    Quote from El_Exodus

    Exactly. Simply a higher wall, or use hint/skip in the little room once more, to get rid of the rendered platform.

    I put a hint in the middle of the rooms height to make the visleaf shorter, http://images.akamai.steamusercontent.com/ugc/6432443156…F2ACED2473A505/


    Nothing expect for the platform now renders.

    I stand in this tiny visleaf, http://images.akamai.steamusercontent.com/ugc/6432443156…73F3A4BBAE5543/ , i made the visleaf short in height to make it invisbiel from the platform.

    http://images.akamai.steamusercontent.com/ugc/6432443156…F82F2406EBA8DA/

    I can't see any way possible that those two visleafs can see each other, still they both render each other. Is there a way to see how two visleavfs can see each other, like you can see leaks from areaportals etc?

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 6, 2015 at 8:24 PM
    Quote from El_Exodus

    The portal in the little room can "see" the portal on top of the platform.

    you mean something like this? https://gyazo.com/9bea3ebc1a60f3944d32b7814caf11bb


    How would I stop that from happening?

  • WIP in WIP, post your level screenshots!

    • Bodd Jonar
    • October 6, 2015 at 8:09 PM

    Can't find any "hey need help about anything regarding mapping" thread so I will just ask here.

    Trying to understand hint and skip on an example map, but can't get it to work. Why does the platform and the barrel render from the small room with barrels?

    https://gyazo.com/60f6f29131c25bc052d06a6ff6a7122d

    http://images.akamai.steamusercontent.com/ugc/6432443156…838AA5A58FA186/

    https://gyazo.com/4237897a66f422d4f33d229c51bc623d

    When I stand in the little room it is completely sealed by hint or brushes.

  • [CS:GO] de_estado [Wip]

    • Bodd Jonar
    • October 6, 2015 at 12:08 AM

    The layout sure seems interesting, especially mid, make a playtest here on mapcore, the best way to test the layout. :)

  • What I'm Working On

    • Bodd Jonar
    • September 26, 2015 at 12:44 AM
    Quote from FMPONE

    I think all of the projects I've worked on up to now have shown me what it _really_ takes to be successful in GO as a custom map, so I'm trying to be comprehensive and not make any avoidable errors.

    Such as? :???: Working on my first map so could use some advice if you don't mind.

  • de_havana

    • Bodd Jonar
    • September 18, 2015 at 12:44 AM
    Quote from Mackaveli

    What happened to this thread? Such an sad thing to not see this map finished. Despise not having posted anything yet, this thread really got me interested in mapping/leveldesign.

    I remember playtesting it 6 months ago, and even in beta stage it is the most beautiful map I have played in CS, hope it gets an update soon!

  • [CS:GO] de_highlands (WIP)

    • Bodd Jonar
    • September 13, 2015 at 6:53 PM
    Quote from 3Dnj

    Not a big update but still working on this :

    PICTURES.....

    Just wow, this looks amazing.

  • [WIP] de_coast

    • Bodd Jonar
    • September 13, 2015 at 5:01 PM
    Quote from DooM

    I didn't make these fyi, I know they're pretty good though.

    Will give credit to mr. Chop ;)

  • [WIP] de_coast

    • Bodd Jonar
    • September 13, 2015 at 3:33 PM
    Quote from DooM

    https://facepunch.com/showthread.php?t=1363856

    Thanks, will give credit. :)

  • [WIP] de_coast

    • Bodd Jonar
    • September 13, 2015 at 1:37 PM

    Where do you find skyboxes like that? THe game has like 10 skyboxes total ): The 2nd one and third one looks badass.

  • cs_shichang

    • Bodd Jonar
    • September 9, 2015 at 2:38 PM

    I agree with Vaya, I think you need to darken it a bit

  • de_nahuatl (wip)

    • Bodd Jonar
    • September 9, 2015 at 1:04 AM
    Quote from text_fish

    I'd stick with the Aztec theme and lose the shipping if I were you. Why would anybody (even an evil person) build a "shipping place" on a mountain, let alone right next to Aztec ruins? You'll never make that theme seem plausible.

    What this man said.

  • [WIP] de_meat [Looking for gameplay feedback]

    • Bodd Jonar
    • September 8, 2015 at 11:12 PM

    From the gif it looks like it is way too much, maybe reduce it a little? :) Or take a screen with some bots in there.

  • [WIP] de_coast

    • Bodd Jonar
    • September 6, 2015 at 12:20 PM

    http://images.akamai.steamusercontent.com/ugc/6916554747…1DB792126680F5/

    http://images.akamai.steamusercontent.com/ugc/6916554747…14C769C342936C/

    If I peek one of the angles I am exposed to the other one, I suggest that you remove the boxes to the left of the opening, or fill the whole area with boxes and remove the ability to stay behind them, making it look like a curved wall. And fix the playerclip by the railings in B, super annoying! Other than that I feel the layout is pretty amazing. B reminds me alot of mill, and it is nice to see a map where middle is super important for CT's, that little sewer passage is gold and control of middle for CT's gives T's two less paths to go.


    http://images.akamai.steamusercontent.com/ugc/6916554747…6756AF95FB787D/

    This room seems useless, and it is easy to be fooled by the minimap, the first time i ran around the map I thought it lead to the long pathway above it in the minimap. Regarding areas to save weapons, there are several spots in the map already, no need for that room.


    http://images.akamai.steamusercontent.com/ugc/6916554747…9F17663396A346/

    The T's have to check Pit and the corner where I am, again T's have to gamble and go into a 50/50 chance of choosing the right place I am camping.

    http://images.akamai.steamusercontent.com/ugc/6916554747…D8106395689F02/

    i suggest you move the crate to the right, all the way to the corner (of the house, not all the way to the right, don't wanna block off vision down ramp at the right, that way T's can clear that corner first and then clear pit. I really like pit and think it should stay, just like on inferno, it works for both teams, it is good for CT's, and also good for T's post plant. Your pit doesn't seem as broken as inferno's pit tho (Valve still haven't fixed the blue texture in pit, it's been three years you lazy.)

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