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  3. Muffin

Posts by Muffin

  • very thin objects

    • Muffin
    • April 23, 2015 at 2:12 AM
    Quote from Klems

    Well that's just weird though. How do you make thin metal panels? Plywood? Vents?

    I meant in general for the basic structure of things. Vents, wood, metal, stairs, those are ok. But like making a giant tower out of 8 unit brushes is pretty crazy.

  • CSGO Model Creation (Help Me!)

    • Muffin
    • April 22, 2015 at 11:38 PM
    Quote from laminutederire

    Sketchup has a plug-in to export vmf and smd, it works well but there are some habits yo take,I can help you with that if you need! Blender has one too but I didn't succeed in making it work maybe it has a new version, I'll check when I will have more time ! Hope it could help you!

    Do you have a steam account? If so, what is your username i'd be happy to friend you.

  • CSGO Model Creation (Help Me!)

    • Muffin
    • April 22, 2015 at 8:17 PM

    Is there any way to create cs go models using free software? Like blender? I want to craft some custom models later on for my map and I don't know how to make them.

    If there is a video tutorial or something I would appreciate that as we'll.

  • very thin objects

    • Muffin
    • April 22, 2015 at 7:54 PM

    I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online

  • de_cetza

    • Muffin
    • April 22, 2015 at 2:36 PM
    Quote from unremarkable player

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

    This is final.

  • de_cetza

    • Muffin
    • April 22, 2015 at 2:35 PM
    Quote from Vaya

    That album is one screenshot

    Oh dear. Post has been updated.

  • MapCore CS:GO Playtesting 4.0

    • Muffin
    • April 22, 2015 at 6:08 AM

    Sorry about this but I submitted de_cetza for a playtest but I realized the nav wasn't working. So here is the external download. https://drive.google.com/file/d/0B_k0UF…iew?usp=sharing

  • de_cetza

    • Muffin
    • April 22, 2015 at 5:37 AM

    I've been doing lots of work too de_cetza and i've made it ready for a playtest. The google drive is here, if you cant open it, please tell me . https://drive.google.com/file/d/0B_k0UF…iew?usp=sharing

    Nav file https://drive.google.com/file/d/0B_k0UF…zdNa3dnUGc/view


    The IMGUR picture album is here: http://imgur.com/a/zTo1C

  • de_nadir released

    • Muffin
    • April 21, 2015 at 4:59 AM

    Nice job with the workshop success rate . This could be operation level of map viewer and sub wise.

  • [CS:GO][W.I.P] de_offshore_beta (new name)

    • Muffin
    • April 19, 2015 at 11:26 PM

    Here's some feedback.

    I would refine the timings. A lot of the timings seem a bit off and you should just go through them again and make sure Ct's get at least 1 second before T's enter. And that's barely cutting it.

    Another thing is how unstable the map feels. A lot of places feel very easy to fall off and I end up worrying about not falling instead of killing people. This isn't too much of a problem but take t side a platform. It doesn't have bars and it's also very thin. In fact lots of the paths are very thin and I would try to make em a little wider for more elaborate strategies and space to work with.

    Overall, good job. For how interesting and imaginative the layout is, you've done a great job making it playable

  • [CS:GO] - de_subliminal - Defusal map

    • Muffin
    • April 18, 2015 at 2:15 AM

    I think it looks very bland and unimaginative in the passageways. They are gray, dark, and not very friendly looking. I would either try to brighten the color palette or make the pathways more... interesting

  • Hours in the CS:GO SDK?

    • Muffin
    • April 17, 2015 at 11:15 PM

    About 1200 in both, yet again, I idle like 700 hours in each. NEVER CLOSE THE PROGRAM

  • de_cetza

    • Muffin
    • April 17, 2015 at 11:09 PM
    Quote from flexsta

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.I don't think the guy is working on de_meso anymore (Am I mistaken, is there another guy?) but anyways. I was thinking of making something similar to ruins, with aztec textures but a nice jungle theme. Edit: Another thing is the Italy/inferno/overall populated houses with European area architecture is getting pretty overused. Most maps turn out either with the generic cache like warehouse, or Italy like houses... Besides, I want to do something "new"

    Yes it's true I've stopped working on DE_Meso, because I just got a full time job as an art teacher, and so far my weekends have been quite busy preparing an entire curriculum for the rest of this semester, so I won't have time to focus on mapping for a long time at least, which is sad but even more than level design I love traditional art, so I'm really happy about that.

    I can give you my .vmf if you want to have a look, not that I think you'll need it, but I find that it's always interesting to see how other mappers go about making their maps. No thanks I don't need the vmf. But good luck with your job!

  • de_cetza

    • Muffin
    • April 17, 2015 at 7:39 PM
    Quote from Bodd Jonar

    Yay a compliment!Are there any layout issues though, or problems you see?

    Not really, I just love the double angles you can take everywhere, makes it exciting to hold and to attack. The spawns is also great, because you have clear indications of where to go, it just looks great that way. I would have to try it 5v5 for a couple of times before I could give you anything more than that. Should I step it up, finish the clipping, make a better skybox, and then submit for a playtest?

  • de_cetza

    • Muffin
    • April 15, 2015 at 4:57 PM
    Quote from Bodd Jonar

    Daymn, this looks nice. Bodd approved.

    Yay a compliment!

    Are there any layout issues though, or problems you see?

  • de_cetza

    • Muffin
    • April 15, 2015 at 3:40 PM
    Quote from jackophant

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.

    I don't think the guy is working on de_meso anymore (Am I mistaken, is there another guy?) but anyways. I was thinking of making something similar to ruins, with aztec textures but a nice jungle theme. Edit: Another thing is the Italy/inferno/overall populated houses with European area architecture is getting pretty overused. Most maps turn out either with the generic cache like warehouse, or Italy like houses... Besides, I want to do something "new"

  • de_cetza

    • Muffin
    • April 15, 2015 at 2:11 PM
    Quote from jackophant

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins.

    Meh. Trust me Itl be ok dude. (Sorry if I sound rude)


    It's advice, take it or leave it...


    Quote from Vaya

    Good references lead to a stronger map design- the areas I've build off references and real world theming have always been stronger than the ones 'freehanded'

    So do you suggest simply switching themes or attempting to find aztec/ jungle ruins references ...

  • [CS:GO][W.I.P] de_offshore_beta (new name)

    • Muffin
    • April 14, 2015 at 10:54 PM

    What Jackophant said, but if you do happen to keep jumps, make sure they aren't gamebreaking and give a fair reward, instead of simply access to a path that you would already take(Jumping from ct spawn onto Ct to A path which you would already do) (For example, a jump that gives you acces to a non-op ledge two player heights above ground.)

  • de_cetza

    • Muffin
    • April 14, 2015 at 10:11 PM
    Quote from jackophant

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins. Meh. Trust me Itl be ok dude. (Sorry if I sound rude)

  • de_cetza

    • Muffin
    • April 14, 2015 at 7:29 PM
    Quote from jackophant

    Couple of things (from the screenshots)

    Your radar shot need to be taken with "cl_leveloverview <value>". 4 is a good starting point, and you may want to use "cl_leveloverviewmarker 1024" as well to provide a red line square. If you do that you're only a couple of steps away from actually making your radar.

    I'm going to presume you haven't messed with the texture scale, but iirc, each of those full squares on the reflectivity textures is 128x128units (best case scenario, it may be 256 units). In your first screenshot, there are almost 3 full tiles in the narrow part of the path and even more in the large area behind. That's 384 units wide at least, and for reference my widest corridor is 190units.

    I realise that might be a spawn area? But you still have huge sight lines to contend with. The entire map is large and open.

    As it's your first map as well I would stay away from the Aztec theme. It's not a particularly easy thing to research visual resources for and your map will suffer for it.

    GL

    EDIT: oh, and don't think i didn't notice the name is aztec backwards

    Display More

    I'm going to build off of the Aztec map theme wise, but you'll be surprised about how little large angles there are. CT spawn has a angle all the way down but that's reallyit. I suggest you take an ingame look . Most of the wide passages are In the non choke point areas that are not meant to be used much

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