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  3. Tensei

Posts by Tensei

  • What I'm Working On

    • Tensei
    • August 31, 2017 at 7:43 PM

    These crates kick back the 1.6 dust 2 feel. the explosive boxes :D

  • Level Design Inspiration Photo Blog

    • Tensei
    • December 8, 2016 at 10:54 AM

    I might add in some too then.

  • de_vania - 5v5 Bomb Defusal Map [CSGO]

    • Tensei
    • May 4, 2016 at 10:43 AM

    So far it doesnt look like 5v5 Defusal map. It could be Demolition only so far.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • March 3, 2016 at 12:58 PM

    What do you think?

    [Blocked Image: http://i.imgur.com/LIK0Z1I.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • March 2, 2016 at 7:23 PM

    Looks pretty much good for a start. ;3

    [Blocked Image: http://s15.postimg.org/80xe6h4pm/2016_03_02_00001.jpg]

    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.

    [Blocked Image: http://s10.postimg.org/4vfyk5wxk/2016_03_02_00002.jpg]

  • Custom Map Settings.

    • Tensei
    • March 2, 2016 at 11:18 AM
    Quote from jackophant

    The best convars I can find regarding kill rewards are:

    Code
    mp_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 actions

    I 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:

    Code
    bot_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 rifles

    This 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 :D ? 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 :D I guess there's more to it than just game_type game_mode things

  • Custom Map Settings.

    • Tensei
    • March 1, 2016 at 1:17 PM
    Quote from jackophant

    The best convars I can find regarding kill rewards are:


    Code
    mp_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 actions

    I 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

  • Custom Map Settings.

    • Tensei
    • March 1, 2016 at 12:54 PM

    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.

  • Has "Dust" theme become too old to replicate?

    • Tensei
    • January 23, 2016 at 7:09 AM
    Quote from FMPONE

    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:


    [Blocked Image: https://assets.vg247.com/current//2011/05/BF3_B2K_Gulf_of_Oman_Concept.jpg]

    Display More

    Well, this picture, i guess im in love !

  • Has "Dust" theme become too old to replicate?

    • Tensei
    • January 22, 2016 at 4:05 PM
    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.

  • Has "Dust" theme become too old to replicate?

    • Tensei
    • January 22, 2016 at 3:14 AM
    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 think

    From CoD4 I loved Crossfire map. I don't plan to remake it or anything. But i love the scenery which im trying to realise.

  • Has "Dust" theme become too old to replicate?

    • Tensei
    • January 16, 2016 at 1:21 PM

    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.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • December 2, 2015 at 4:03 PM
    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

  • WIP in WIP, post your level screenshots!

    • Tensei
    • December 2, 2015 at 9:05 AM
    Quote from nicoreda

    Soo I tried to do something fun with this little rock...

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/403432783358051704/35DE39D11340205B07B2D285CB714D23170EB1F1/]

    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 ?

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 27, 2015 at 10:19 AM
    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.


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183709337924/D7ECD49F806C0369199F3226212049A28CC7FB58/]

    These logs, it's a custom asset or default one? Like the area though.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 25, 2015 at 4:15 PM

    Supposed to be mid area and it's connections.

    http://imgur.com/a/Bl92z

    [Blocked Image: http://i.imgur.com/T1J1V3z.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 25, 2015 at 12:27 PM
    Quote from Vaya

    you can recolour props?


    [Blocked Image: http://i.imgur.com/sg017lt.gif]

    Not like every single model goes well with recolour :D

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 25, 2015 at 10:11 AM
    Quote from Quotingmc

    Talking about that just above :P

    http://prntscr.com/96ptd3

    dont forget about door height :D

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 24, 2015 at 6:08 PM

    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.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 23, 2015 at 7:37 PM
    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!

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