These crates kick back the 1.6 dust 2 feel. the explosive boxes ![]()
Posts by Tensei
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So far it doesnt look like 5v5 Defusal map. It could be Demolition only so far.
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What do you think?
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Looks pretty much good for a start. ;3
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And now something happens what im pissed off about. Seems like you cant angle displacements upwards or downwards (brush mode) and angle them to left and right. (Everything was sew'ed and looked perfectly fine in hammer)
Well, i will rework a place for a bit till it will work out.
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Quote from jackophant
The best convars I can find regarding kill rewards are:
Codemp_startmoney "800" // amount of money each player gets when they reset mp_afterroundmoney "0" // amount of money awared to every player after each round mp_maxmoney "16000" // maximum amount of money allowed in a players account mp_playercashawards "1" // Players can earn money by performing in-game actions mp_teamcashawards "1" // Teams can earn money by performing in-game actionsI realise none of these directly answer your question, but you could maybe get a combination of these working to that effect, otherwise you might need to look at modding. VScript may hold the answers you desire, or maybe even loading a modified weapon reward file? I'm not sure how it all works... just spitballing

You could also use a series of the following convars to control what guns bots have and when:
Codebot_knives_only // Restricts the bots to only using knives bot_loadout "0" // bots are given these items at round start bot_pistols_only // Restricts the bots to only using pistols bot_quota "10" // Determines the total number of bots in the game. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random bot_snipers_only // Restricts the bots to only using sniper riflesThis whole project - seems like it's going to be even more pain in the ass than just money rewards. I have pretty much launched test version for map but i cant seem to get bots respawning. That's all probably going to be scripting as much as i read, but the problem is - what kind of monster is that
? I tried setting it up as guardian mode but as soon i am out of warmup and the real challenge starts, i get to kill 5 bots in the server and next wave wont start as i anticipated it would
I guess there's more to it than just game_type game_mode things -
Quote from jackophant
The best convars I can find regarding kill rewards are:
Codemp_startmoney "800" // amount of money each player gets when they reset mp_afterroundmoney "0" // amount of money awared to every player after each round mp_maxmoney "16000" // maximum amount of money allowed in a players account mp_playercashawards "1" // Players can earn money by performing in-game actions mp_teamcashawards "1" // Teams can earn money by performing in-game actionsI realise none of these directly answer your question, but you could maybe get a combination of these working to that effect, otherwise you might need to look at modding. VScript may hold the answers you desire, or maybe even loading a modified weapon reward file? I'm not sure how it all works... just spitballing

Ideas of yours are fine. Thanks for advice. There was this slothsquadron or whatshisname
with that badass weapon mod, which is basically cfg's for csgo. I might take a look and find out if you can load different one without needing to replace cfg's in game folders
I hope many more possibilities like this will come in together with editor some day. Source 2 ??? Valve!? Anyone?That would really open up like whole new gameplay to each map.
Small teaser http://prntscr.com/a9temc
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Is it possible to change weapon kill reward for my map. Simply the idea is guardian mode but a little bit more hardcore. You start with some basic guns and then you kill bot waves and earn more money, that would make getting for example negev too easily (everyone can kill bots, aight ? :D) I want to make it so the default 300$ is like 25$ so you have to play a lot longer before you get better guns. After all, map is going to be TD style. You defend base, buy better guns, still do the same old, kill bots, as they are becoming more annoying by increasing skill level.
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Quote from FMPONEDisplay More
Not really. At least not in my opinion.
It's easy to make something that looks cliched (imagine how BF3 used to look back in the day), but even cliches like that often look great and absorb players
Not so great:
Great:
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Well, this picture, i guess im in love !
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Quote from Radu
I think most cs and cod maps set in the middle east are way too monotonous; The guys behind Insurgency have managed to pull off a more believable look:
Hidden Content
You are true about that. Insurgency world looks more worn. Not like your nostalgic perfect world. It's shit there and shit there. Insurgency also uses fog aspect quite more, which leads to it. Also Insurgency is more detailed in small things, but for the game it's good, because it's more tactical (detailing also leads to it, because you have got to concentrate more on spotting enemy) Not like in CS:GO where you see that something is out of the place, lets shoot up above, probably "suka blyat" incomming, because 69deg flick to head. Counterstrike is less detailed for the sakes of simplicity. Well that's just my point of view. I would love to see super realistic counter-strike, but it's not gonna happen with this old engine. It wouldn't sell so good anymore, because not everyone can afford decent PC for those 90-120 fps minimum required for quality gameplay. I don't know a thing about source2, but in my fantasy it's more balanced on performance, allowing more stuff. Being able to get hold of many more propmodels, overlays and whatsoever. I remember super-size map back in the CS:Source called de_wanda, which i couldn't run on more than 60 fps, when de_forest and all default maps could be ran on 120-250 fps
Btw i love de_forest, i need it in matchmaking, but i hate that the trees were thr visible in radar, though it's easy to fix that, (Block LOS tool texture around each pine-trees leaves)
Before everyone tells that de_wanda was badly optimized, i wasn't in Source Engine Level Design at that point of time yet, so i didn't know all about nodraws everywhere and visleafs and stuff.
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Quote from capslock
- putting carpet out of balcony
- plastic melted chairs
- blowed walls
- grafitties with arabic words
- bricks and wires
- and american army jeeps
these things can make any map "middle eastish"
personally in the cod4 modern warfare, there was a map called "backlot", this map was so much intense, ı could feel the abandoned city.
we need much more mess in dust series ı thinkFrom CoD4 I loved Crossfire map. I don't plan to remake it or anything. But i love the scenery which im trying to realise.
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Well, i myself don't enjoy the dust castle-ish part, but i like the suburban design, so i am mainly using Dust suburban theme to make defusal map set in whatever Pakistan/Afghanistan area set in suburban area. The kind of area like you would see in movie "Black Hawk Down"
Well i made the poll to gather people's view on yet another "dusty" map, but without the palace stuff with big blue domes all over the place.
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Quote from nicoreda
Yeah I think it can impact performances but I'm not sure if it's only in hammer or also ingame. I have to check that, but it's possible since it do bad perf with multiple prop_static of grass.
Well, why don't you take a bit more time and make the whole cave a single model. Well i don't know much about modeling, and i don't know how will engine react to whole area being as model, but i know that few games levels are literally made from models
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Quote from nicoreda
Soo I tried to do something fun with this little rock...
Even it don't look good, it was funny to do this :lol:
This is for a remake of my old de_chanda
If it all is made of group of small models, won't it impact performance ?
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Quote from Quotingmc
Some work on sawmill. After a lack of feedback and comments on my thread I decided to start detailing to draw some interest. Hopefully will get some more people commenting.
These logs, it's a custom asset or default one? Like the area though.
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Supposed to be mid area and it's connections.
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Quote from Vaya
Not like every single model goes well with recolour

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Quote from Quotingmc
Talking about that just above

dont forget about door height

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Anyways. I didn't know where to put this, but i wanted to share it.
The small list of valve provided models, which are tintable: might help people with composition.
models/cs_italy/italy_window_bars.mdl (doesn't tint perfectly, but looks cool with red color)
models/destruction_tanker/destruction_tanker_cab.mdl
models/props/de_train/hr_t/barrel_a/barrel_a.mdl
models/props/de_train/hr_t/metal_door_g/metal_door_g.mdl
models/props_c17/furnitureboiler001a.mdl
models/props_c17/oildrum_static.mdl
models/props_downtown/metal_door_112.mdl
models/props_equipment/metal_ladder002_new.mdl
models/props/de_vertigo/barrel_group_tintable_01.mdl
models/props/de_vertigo/barrel_single_tintable_01.mdl
models/props/de_vertigo/tool_lockbox_closed.mdl
models/props/de_vertigo/tool_lockbox_open.mdl
I hope it helps. Maybe there are more tintable propmodels, which i didn't notice.
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Quote from LizardPL
Its up to you how you use them at the end. They are 1024X1024 so scaling them down gives you a 1024 texture on 512 block.
Well, i did test it. For basic walls and stuff, in some cases it looks way better. But what i am working on is going to have a lot of scales that go from 0.125 (maybe even less) - 0.300. Anyways, thanks for info!