Expanding on what Klem has said, fullscreen window and binding mat_reloadmaterial to a key is a good idea if you find yourself making a lot of custom or modded textures. Having the command developer 1 will show you any problems at the top left hand corner, you could also peek into the console. This will alert you if you have to recompile your map or not to get the texture working properly. Creating a new level that is strictly for testing textures is also a good idea, this way when you do have to recompile you map it takes seconds and isn't a real big issue when it comes to testing in game. I've also been trying to integrate this into my workflow as of lately, it's a nice program and worth checking out if you're planning on doing a lot of custom textures.https://migrationtest.mapcore.org/topic/20131-vm…t-files/?page=1
Posts by Thewhaleman
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A site progression. Thanks to play testing it's starting to feel like a real site.[Blocked Image: http://i.imgur.com/I0qVBye.gif]
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Quote from Vorontsov
8 hours ago, Vorontsov said: What sort of brush did you use for all the black texts?
Created my own using a simple long rectangle, making sure to rotate the brush for each new tag, also changing size and colour. I'll include the brush below. Photoshop brush downloadhttps://drive.google.com/open?id=0BzSnx…VmNUak9xaDNJcDg
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Quote from Comfort Jones
38 minutes ago, Comfort Jones said: Did you do all of that by yourself? It looks great.
22 images plus some effects[Blocked Image: http://i.imgur.com/n5jGya2.jpg]
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Graffiti!
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Slowly whittling away..
[Blocked Image: http://i.imgur.com/zGoauJh.jpg][Blocked Image: http://i.imgur.com/XcugGyZ.jpg]
Need to figure a transition from roof to wall that is a little more rooftop without looking cheesy..
[Blocked Image: http://i.imgur.com/jPEQRcX.jpg][Blocked Image: http://i.imgur.com/rFuJJDB.jpg]
Need to work on lighting...and maybe more plants, at the moment this is a lame rooftop garden.
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Messing around with a night time rooftop map theme I've been working on.[Blocked Image: http://i.imgur.com/fVcZGBb.jpg]
need to work on windows and small detail. Also a lot of prop work.
[Blocked Image: http://i.imgur.com/EYjEpnt.jpg]
A lot of custom graffiti will be needed.
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Possible window effect?
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Been working on a KZ for csgo for a little over a month, mostly on pixels .Thought it'd be nice to share my progress. Bout 80% done..
[Blocked Image: http://i.imgur.com/GOyLhV1.jpg]
There will be coins. They do nothing but spin and make a noise when you touch them.
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Obsticles+lava+spikes.
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Rope bridges are a must.[Blocked Image: http://i.imgur.com/jliWmvc.jpg]
Picture of skybox 1, the main skybox.
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Skybox 2, short b-hop spot that will have a pretty cool view. Still work in progress.
[Blocked Image: http://i.imgur.com/E7XOf5K.jpg]
The end, complete with treasure and animated flame sprites!
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current textures Skybox needs work.[Blocked Image: http://i.imgur.com/vwuBdjV.gif][Blocked Image: http://i.imgur.com/HtYTFs5.gif]
Animations used in game. Will be on the workshop in a couple of weeks. Some fun preview images though!
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Messing about with hand painted textures...Smidge to dark...
[Blocked Image: http://i.imgur.com/eQpVnQP.png]
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I don't think I am an expert, or am really saying anything ground breaking I'll chime in anyways since I was facing a similar problem to yours in the early stages of a map I am making.
There was one place in my map that was shaping up to be like your mall example, multiple level, with high probability of fighting someone from either level, if not both. It presented problems which I would later remove by reworking the area entirely and changing timings.. The biggest problem was multiple floors meant a lot more angles. Since you used zoo as an example, I'll show you what I mean.
[Blocked Image: http://i.imgur.com/9X1xQuk.jpg]
Those are 10 angles you can be shot from by going 1 way as T. Some angles I am not even considering in this example. The mouse movement needed to hit every angle is large, and the entire thing is very scary to approach as a T side player. They solved this by having B long, and a smart mid connector worth battling for, that gives you access to both lower and upper bomb site B. One section that incorporates the mall like environment, and they had to really work the map just so it wouldn't become a jumble mess.
Now we can consider another part of the map that looks at vertical fights differently. Very important part of the map again, but handled differently.
[Blocked Image: http://i.imgur.com/tyxeqhn.jpg]
4 levels, but non of them overlap, visual paths leading upwards to help inform the player someone could be up there, and gradual change in the height of the platforms. When you consider were CT are coming from, there are really only 2-3 angles to be worried about, and the entire scene is easily readable from the players perspective. Of course this isn't a bomb site, and maybe a bomb site needs to be a little more complex but this example, I think, is still worth thinking about.
So if you made the entire map with multiple floors that overlapped I think it would fail, it would create to many angles and would become overly complicated. However if you can find a good balance, be smart of who has control over what, and really think about your architectural choices, it's do-able I think. Maybe think about something like an outside mall?
[Blocked Image: https://upload.wikimedia.org/wikipedia/commons/1/12/Hongyuan_outdoor_mall_in_Shanghai.JPG]
and really work the main ground level architecture?
Again no expert or anything, just my thought process when I was faced with a similar dilemma.
Goodluck!
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I'm with jackophant, your map got buried, and I too missed it.
The map is very small, but I like it for that reason, the pace of the map is for sure very fast. However maybe think about starting with some doors open, and giving ct/t the option to close them during the round. Could make for some interesting tactics. All the closed doors just seem annoying to open is all, and slows down game play. Visually it's solid, you've nailed the theme and it the enemy is always very visible. There are a few areas where props might be an issue with gun fights, but I nothing big.
There are a few places you can throw the bomb and not retrieve it, I suggest running around your map with r_drawclipbrushes 2 command and fixing some obvious ones.
Good luck
