Posts by Muffin
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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.
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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.
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I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online
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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
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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=sharingNav file https://drive.google.com/file/d/0B_k0UF…zdNa3dnUGc/view
The IMGUR picture album is here: http://imgur.com/a/zTo1C
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Nice job with the workshop success rate
. This could be operation level of map viewer and sub wise. -
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
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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

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About 1200 in both, yet again, I idle like 700 hours in each. NEVER CLOSE THE PROGRAM
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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!
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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?
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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"
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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 VayaGood 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 ...
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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.)
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Quote from jackophantDisplay More
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

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