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Posts by qoph

  • de_nahuatl (wip)

    • qoph
    • September 8, 2015 at 4:11 AM

    A map that came to me in a dream... (or at least a 1/4 of it did).

    Screens:

    Quote

    The dream:

    [Blocked Image: http://i.imgur.com/YD2U1mt.jpg]

    Eveything else:

    [Blocked Image: http://i.imgur.com/aYnLGJR.jpg]

    [Blocked Image: http://i.imgur.com/Hsdw8BT.jpg]

    [Blocked Image: http://i.imgur.com/A7fM92g.jpg]

    imgur album: http://imgur.com/a/GpfRU

    Display More

    So the first image was the one I dreamed about(except with no snow, cause I'm too lazy to make a dirt/snow blend texture. aztec textures are more accessible), but I don't really know where to go from there. Feedback is appreciated greatly, cause I have no idea what I'm doing. I make aim maps most of the time, not de.

    The theme is: Evil shipping place/excavation site on top of a mountain.

    Includes minimap/radar and nav, no kv though.


    Workshop:

    http://steamcommunity.com/sharedfiles/fi…s/?id=514492945

    Regular DL:

    https://dl.dropboxusercontent.com/u/37505115/de_nahuatl_b4.bsp

  • de_vive (WIP)

    • qoph
    • June 5, 2015 at 8:41 PM
    Quote from jackophant

    spawns / bombsites?

    fixed, sorry

  • de_vive (WIP)

    • qoph
    • June 5, 2015 at 5:17 PM

    [Blocked Image: http://i.imgur.com/nd7moAC.jpg]

    Screens Album

    Ok, so de_vive has been a while in the making, but I don't have much to show for that, since I've changed a lot. I'm mostly making this post for testing, but I'll do my best to fill you in on the deets.

    [Blocked Image: http://i.imgur.com/rlC7nSf.png]

    Here is a crappy radar picture. T is on right, ct is left. As you can see, lots of places are too bright, some places are too dark etc. I've covered the essentials for testing(nav, radar, materials packed in)


    here is the workshop bsp:

    https://dl.dropboxusercontent.com/u/37505115/de_vive_v3.bsp

    and here is the workshop link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=455239634

  • [CS:GO] de_beppo (wip)

    • qoph
    • May 6, 2015 at 6:42 PM
    Quote from Muffin

    If this wasn't your first map, I would greatly suggest changing the theme. It's boring, generic, gray and dark. But this is your first map, and the thing I would suggest focusing on is the layout. The layout changes everything! Anyways, it ok to keep this theme for now but really, it's not a very good one. There isn't much room for nades, and the textures are pretty bland.

    Focus on the layout for your first map , you can focus on cool designs when you become more fluent.

    Also can we get a steam workshop link?

    I'm not too good at making detail for maps, as with other ones I've tried making. The layout comes easily, and I can visualize most of the stuff people would have issues with and adjust, but I'm really just not good at detail in general.

  • [CS:GO] de_beppo (wip)

    • qoph
    • May 6, 2015 at 5:47 PM

    [Blocked Image: http://i.imgur.com/JxokojU.jpg]

    ^- most recen overview


    Album(from b2)


    Map DL (not working rn, hold on)


    Workshop


    current release: b3


    Ok so this is my first map as a (somewhat)fluent user of hammer(I started with the right scale, woo!). I still have a lot of detailing to do, but tell me what you think.


    The story is that the SAS are invading an old factory in the middle of WWIII. This particular old factory is being turned into a museum. The only defense is the museum security, which was hired way too early and has nothing to do.

    Things you should know: I have a security camera overlooking asite, and the monitor is in a secluded room in mid. I thought the camera would be cool for balance, but it seems useless, given that you can't save in the room cause you'll probably die, and you can't really use it very well because it take too long to get out. But you never know, it might be cool for balance. My only wish is that the devs would enable multiple render textures so that the security system would make more sense(why would anyone have only one security camera?).

    I have no idea what to call this map, for the moment it sounds borderline italian(probably is).


    I have no idea what the balance is because I've only played with bots.

  • MapCore CS:GO Playtesting 4.0

    • qoph
    • April 16, 2015 at 11:37 PM
    Quote from text_fish

    De_stocked

    Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.


    Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.

    I actually changed the whole map to be on a 16 unit grid, which didn't take too long since I had so little geometry. I have adjusted numerous other things, but I don't have enough time in my life to start over. The "useless" vent was supposed to be a lurking/suprise spot, and all that stuff in mid was supposed to reduce the effectiveness of an awper camping at the top of ramp. The doors were stupid. I put them in early in development, and have hated them ever since. I got rid of most of them, and the ones that were necessary have bee sped up so they're not so annoying.

  • MapCore CS:GO Playtesting 4.0

    • qoph
    • April 6, 2015 at 4:21 AM

    Due to some stuff going on, I will not make it to the playtest on 9.4.15. If possible, I would like to reschedule for the following Tuesday(someone else can take my slot).

  • MapCore CS:GO Playtesting 4.0

    • qoph
    • March 31, 2015 at 4:22 PM

    Could I get a slot on 09.04.15 for de_stocked? It's not very pretty atm, but I want to see how the layout plays.

  • My first map: questions and concerns

    • qoph
    • March 26, 2015 at 5:52 PM
    Quote from tomm

    just a few tips:


    - please differentiate the floor and walls and even ceiling by using a different texture, there's plenty of reflectivity textures you can use.

    - standardize walls, 4 units is too thin, I'd recommend using no less than 16 for a regular wall.. unless it's a glass or wood piece.

    - instead of making a gigantic hollow skybox around your map use the cordon bounds, useful for maps in development.

    Gotcha!

  • My first map: questions and concerns

    • qoph
    • March 26, 2015 at 4:43 PM
    Quote from Skybex

    It's because all your fence meshes are set to prop_vehicle that the game is crashing. Make them prop static.


    Also when I loaded your vmf, it had snap to grid turned off. this will cause endless headaches later on so you really should toggle it back on (map>snap to grid)


    Quote from TheGuma

    Or just click Shift + W


    Quote from spence

    You can also ignore the stringtables error. It happens on most maps maps (including official ones). Don't follow the 'run with -stringtables' instructions, because it causes other problems.


    Thank you all, I really appreciate it!!

  • My first map: questions and concerns

    • qoph
    • March 26, 2015 at 3:43 PM

    [Blocked Image: https://www.dropbox.com/s/u1dm4z7uezpxovf/de.png?dl=1]


    Hello, im qoph. As you can see, I'm fairly new to hammer. I know about displacements and triggers and lighting and such, but I'm still not fluent with it. I thought about this layout while playing a match on Season, and have been trying to make it real for the past few days now.

    VMF


    The problem is, I cant open the map ingame; it crashes all the time. This might be a compile issue, but I've looked through the log and there doesn't seem to be any errors. I have tried opening it from hammer and by launching the game and typing "map de_cache2"(my temporary map name).


    Every time I do that it gives me the error:

    Code
    ======================================================
    Map de_cache2 missing stringtable dictionary, don't ship this way!!!
    Run with -stringtables on the command line or convar
    stringtable_alwaysrebuilddictionaries enabled to build the string table
    ======================================================

    before crashing. I have since learned that this is an issue between the client and the server, so to remedy it I put "+sv_lan 1" in the hammers parameters thing, but to no avail. Inputting those two commands(-stringtables and stringtable_alwaysrebuilddictionaries) nothing changes. halp?

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