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  3. unremarkable player

Posts by unremarkable player

  • [Released] Fiorina

    • unremarkable player
    • December 5, 2017 at 11:05 PM

    Some of the detail pics looks absolutely amazing.

  • de_cetza

    • unremarkable player
    • April 22, 2015 at 10:57 AM

    Finish at least 1 map! It's your idea you should make it in the way you want to.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 11, 2015 at 3:08 PM

    laminutederire Alhambra was amazing I took I think 300 or so photos while I was there

    RivFader well yeah, it is Chateau and it can take place at a Chateau, no question. I'm just not a fan of the layout and it never really worked. I remember in most games players were desperate to team switch to CTs.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 11, 2015 at 7:07 AM
    Quote from TheGuma

    But Brute "owns" the rights to Tuscan, and the CS:GO version of Tuscan sucks.

    I wish he wasn't so strict about his "property" (which is not even an original layout)

    so that other people could make their own remakes freely.


    Toscan was alright, but why remake with a similar name? Why not name it something else... Toscan was a little too similar and a decent CS:GO make, but could be something else. Tuscan is the wrong name for that map anyway.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 11, 2015 at 7:04 AM
    Quote from TheGuma

    I mean, we could just start off with the CSS version of de_chateau and appropriately modify it's layout textures and models, don't you think? I bet it would be quite more efficient.


    Making new textures would be quite a hassle, to be honest, I'd very much rather add some bump maps and other improvements instead of remaking them all.


    As for layout, I would remove almost every breakable window on Bombsite A and only windows on choke points where CT's could set up (and be smoked off as well).


    Much of the corridors and vertical-ness would need to be removed as to simplify the map.


    I'll try and port the CSS version for a start. I already did, actually, but I can't seem to get all the models to work (finding the missing models from CSS using tools like GCFScape takes a lot of time unless they are all located in one folder).


    Let me know if you know of efficient way to locate all the error models and fix them up, I'd very much rather base the map off CSS version and majorly modify it.


    What do you think?

    Display More


    Importing block work is fine but I do have really good reference pictures from my latest visits to Italy and Spain that I thought could be useful. I think that there needs to be consideration for improving the game play because of the CT nature of the original version. It didn't really play out as a 3-lane map because 2 lanes merged into 1 and the choke points were always in CT favour.


    Some of the windows should be removed, possibly the rafters or something. I don't mind the upper layout but I think it needs to be refined so that there's at least some reason to use it; better access to B etc.


    Quote

    [Blocked Image: http://www.justinmitchell.com.au/wp-content/uploads/2014/08/IMG_20140816_122058.jpg][Blocked Image: http://www.justinmitchell.com.au/wp-content/uploads/2014/08/IMG_20140816_122730.jpg]

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 9, 2015 at 4:42 AM
    Quote from TheGuma


    I was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths.


    I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO.


    Otherwise I'll end up tackling something on my own with some Chateau influence.


    One of the ports was done by my friend, I assisted him in porting it.

    And yes, I am fully aware Chateau is pretty bad in terms of layout.

    It would be interesting to try and modify layout so it fits the terms of competitiveness.


    However, I'm really more of a graphical/level designer, so if all I end up doing is probably a graphical remake.


    When you say co-develop, let me know what you mean by that (I'm fine with collaborating with other developers, I'm just curious as to how you want the process to go).


    50% split of responsibility, either map together and design together, or map/design separately.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 7, 2015 at 4:06 AM
    Quote from TheGuma

    I might remake Chateau sometime, once I'm done with my other maps.

    (Cbble assets could technically work, theme would stay the same)


    I was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths.


    I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO.


    Otherwise I'll end up tackling something on my own with some Chateau influence.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 5, 2015 at 10:55 AM
    Quote from blackdog

    You talking Chateau or Piranesi?


    Chateau, horribly CT sided to the point where you could expect an 8-0 in casual and 14-1 in competitive if it was ever played in its current layout.

  • Classic/old maps waiting for revamp in CS:GO

    • unremarkable player
    • April 5, 2015 at 12:48 AM
    Quote from blackdog

    I always loved Chateau and hoping to see an official port (community ok as long as Valve promotes it to official).

    The list is missing Piranesi, which I know was never much loved, but I always had great fun playing.


    I've thought about doing a remake, but it would most likely end up being called something else to add more balance to gameplay. The map was horrendously one-sided, and at times, almost impossible for the Ts to win any ground. It's a far cry from the maps these days where both teams have at least 50% of map control to start off with.


    There are several ports to CS:GO of it anyway.

  • cs_estate

    • unremarkable player
    • April 2, 2015 at 2:58 AM

    Looks nice, but first impressions are that you need to improve lighting and visibility and reduce the HDR effect, possibly changing the sun position to be vertical or slightly offset (say 1-2pm) rather than a deep angle, because players will end up looking directly into the sun. You also need to look at your shadows, disable them on the prop_static's and using the shadow control with the material block_light.


    https://developer.valvesoftware.com/wiki/Lighting

    https://developer.valvesoftware.com/wiki/Intermediate_Lighting

    https://developer.valvesoftware.com/wiki/Advanced_Lighting

    https://developer.valvesoftware.com/wiki/Advanced_HDR


    One thing I find disappointing about CS:GO, is that good lighting and environmental effects don't translate to good game play.

  • [csgo] de_canal (wip)

    • unremarkable player
    • March 27, 2015 at 12:10 AM

    You want to try to avoid making as many unique textures and props as possible, reuse what you can. Use sprites to make up the difference, or use alpha blends on displacements. So take 600kb and multiply it by the number of textures you have. Then add the entire size of the model directory where your custom props are located. You should be putting them in your own directory, not the existing game directories. This should give you an idea of how large your assets are. Anything close to or over 150mb - shrink it down!

  • [csgo] cs_cruise

    • unremarkable player
    • March 24, 2015 at 10:57 PM

    What about the Costa Concordia? It could be sailing too close to an island... or it could be sinking...

  • [csgo] de_canal (wip)

    • unremarkable player
    • March 24, 2015 at 11:57 AM

    If you're using photoshop, just make sure that you save as compressed without alpha channel, same with gimp.

  • [csgo] de_canal (wip)

    • unremarkable player
    • March 24, 2015 at 10:07 AM

    You really need to save to JPG before you export to vtf, and your jpeg images should be < 100kb in size. You can use bump and normal maps to bring detail to a model, you can also use decals, which are probably more appropriate.


    FMPONE talked about using less noisy textures earlier this year and used Mirage as an example. I think that's valid here where you could get away with using basic, low detail textures with decals over the top. That should save some space.


    But if your textures are taking up 400MB of your 600MB+ file, you're still way over budget. You need to look at the size of the props, how much detail, how many different textures you're using etc. as well as your brushes, because it all takes up space. Like you said, your non-pakratted file is under 30mb, but pakratted, it's over 600mb.


    It isn't practical to do any testing until you sort those out.

  • [CS:GO] de_carrier

    • unremarkable player
    • March 23, 2015 at 11:54 PM

    But alas, the hostages were once and for all rescued by the crew aboard the SSS Buzzard

    [Blocked Image: http://www.leicestermercury.co.uk/images/localworld/ugc-images/275788/Article/images/19418424/4994703.jpg]


    But were they?


    The story continues...

  • Recruiting for making best map ever

    • unremarkable player
    • March 23, 2015 at 11:29 AM

    I'd love to see this get made, but realistically you're looking at probably 2 years work and thousands of man hours to get it presentable. Grey boxing alone would take up to 2 months, whilst carving and layout changes would probably take another 2-3 months on top of that.


    Interesting concept, could be visually amazing.

  • Wall Worm Wants YOU and your pretty maps

    • unremarkable player
    • March 23, 2015 at 1:28 AM

    Some of the stuff that level designers are doing these days in Hammer are really quite impressive. But the workflow slows down because of the limitations within the software. I don't think mappers would be against learning new tools, as long as the transition is easy and familiar. Take the source2 tools for example - they're significantly different, but from the few level designers I've talked to about them, they absolutely swear by the new tools.


    I think people can live with the limitations, if only the UI was improved as time passes. As it stands, the UI is pretty bad and the tools don't perform too well when you're looking at a lot of geometry in textured mode. Flat mode gives good performance but absolutely no distinction between world brushes, details, props, models and control brushes. I found recently that optimising a map with a lot of detail could be quite difficult and very slow going, whenever you had to display a lot of detail. Hammer crashed on me so many times I lost count and I lost hours of work with occasionally corrupted files.


    Joris Ceone is doing some good work in your contest with the WW tools. It's going to give other level designers, who are already familiar with 3DS, impetus to try it out.


    Since I'm long past being a student, how does one get 3DS without paying squillions for it?

  • Recruiting for making best map ever

    • unremarkable player
    • March 22, 2015 at 11:53 PM

    I think that if you took a slice and made it a single hostage rescue map, it would be pretty nice.

  • Recruiting for making best map ever

    • unremarkable player
    • March 22, 2015 at 11:30 PM

    How would this even play? 20 bombsites? An unknown number of hostages? Yikes. It's something that might work in battlefield with 60 players on the map playing control points, but I don't see how it could work in CS:GO with 10, or even 20 players.


    It might be something fun to make.


    You might want to clarify that Mont Saint-Michel isn't actually an island; the jut of land was inundated by a super tide that's subsiding.


    Quote

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/01/7b/21/017b21d155cfbbec912e114195c8692e.jpg][Blocked Image: http://en.location-camping-cars.com/usermedia/photo-634885948210398498-1.jpg?dummy=0&h=800][Blocked Image: http://addlaseyne.free.fr/etoiles/ImgChp1/Grand/8_Mont_St_Michel.jpg][Blocked Image: https://travellingcoyote.files.wordpress.com/2013/03/mont-saint-michel-a18673371.jpg]


    It would take, in CS:GO terms, approximately 15 minutes to run around the island, if the map is made to scale.


    Optimisation is going to be a nightmare.

  • [csgo] de_canal (wip)

    • unremarkable player
    • March 22, 2015 at 10:51 PM
    Quote from caz674

    Yes ! the map is Venice, nice that you noticed without me telling you haha. Here's the real A building


    Sizes of the map files -


    BSP 27,921KB

    Nav 697KB

    VMF 4,154KB


    I should mention i've done no optimization yet and the map was compiled with VVIS to fast. Not sure if that would make a difference to the mapsize.

    Display More


    Optimisation will make a small amount of difference. I had to kill my download at 200mb, it's just way too big for a map to be. St. Mary is around 190mb and that's as big as a map can get with custom content. And to be honest, it's as big as it should be. You need to host your bsp and your assets separate and find a way to reduce the file size.


    How much space are your models consuming? What about your materials and textures? Are they 7MB each or 100kb?


    By the way, I've got a heap of reference pics from my visit to Venice last year:

    http://www.justinmitchell.com.au/city-of-canals/

    http://www.justinmitchell.com.au/from-the-float…azur-with-love/

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