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Posts by Real_Goods

  • de_mdina (CSGO)

    • Real_Goods
    • April 12, 2015 at 8:45 PM
    Quote from Muffin

    Any ideas on the layout?

    The town map he posted is supposed to be a rough idea of the layout, I believe.

  • [CS:GO] De_Stad

    • Real_Goods
    • April 11, 2015 at 5:13 AM
    Quote from TheGuma

    Mmm the lighting

    you and your lighting Guma!

    Looks fine so far, but I'm really looking forward to playtests because that's where a map make it or break it, you know!

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

    • Real_Goods
    • April 10, 2015 at 12:56 PM

    I really think Valve could learn something from Blizzard's StarCraft 2 here, where the map pool get switched up every season. (a season in SC2 is approx. a month). One could argue that a new map does have a larger impact in CS:GO than it does in SC2 but I still believe it would be good to sort of brute force people into playing other maps than Dust2, Inferno & Mirage all day.

    I mean even now that Train is in the "active duty" group and Nuke isn't. There's still double the queue time to find one on Train. People would rather play some horribly imbalanced map they feel at home at, rather than trying to learn new maps. (And Train is not even new!)

  • de_meso

    • Real_Goods
    • April 9, 2015 at 1:36 AM

    Finally a map with the Aztec theme! Although that room the T's run through to get to A, with the connector to Mid, seems needlessly huge!

  • [CS:GO] de_reato

    • Real_Goods
    • April 9, 2015 at 1:02 AM

    This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?

    Fanboyism aside:
    This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)

    Trick-Jump:

    Quote

    [Blocked Image: http://i.imgur.com/qYlDX9T.jpg]

    I think it's actually awesome and I love these kinds of things, but I have no idea what kind of impact it has on the gameplay.


    Exploit:


    Quote


    [Blocked Image: http://i.imgur.com/cyBjT0p.jpg]This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.
    As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

  • [CSGO] de_cargo

    • Real_Goods
    • April 8, 2015 at 10:09 PM

    Looks awesome! - Although make sure it doesn't end up being too similar to Cache aesthetically. (Unless that's what you want of course...)

  • Texture stripes on brush.

    • Real_Goods
    • April 8, 2015 at 9:47 PM

    You probably want to use Smoothing Groups for this: https://developer.valvesoftware.com/wiki/Smoothing_groups

    Select the Face Edit Tool, which brings up the Face Edit Sheet

    Then, select all the faces you want to look smooth

    Click on Smoothing Groups in the Face Edit Sheet

    [Blocked Image: http://i.imgur.com/Z9yMXHy.jpg]


    That will bring up a window with tabs numbered from 1 to 24, assign the selected faces to one of these tabs. (It doesn't matter which one)

    When you compile your map, It should look smooth as a baby's butt.
    Hope it helps.

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