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  3. Tensei

Posts by Tensei

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 23, 2015 at 5:17 PM
    Quote from LizardPL

    hr_ textures are meant to be used with 0.125 scale :)

    Why's that? I feel like the bricks would look like tiny ants. Well, for appartment, it could be better for first floor bricks to be smaller scale. Are they meant to be used 0.125 scale because the textures are like "high definition/quality/resolution" I think, they still look fine even if streched to 0.3 Well, anyways, i will see how it looks with 0.125 and 0.250

  • WIP in WIP, post your level screenshots!

    • Tensei
    • November 23, 2015 at 1:32 PM

    Is brushwork fine?

    [Blocked Image: http://i.imgur.com/xzgvjN8.jpg]

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

    [Blocked Image: http://i.imgur.com/A4bIm0J.jpg]

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

  • Aztec Talk [Suggestions]

    • Tensei
    • November 1, 2015 at 2:47 PM

    Well, to go 'pro' you must be able to withstand any kind of critics.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 12:52 PM
    Quote from Bodd Jonar

    I actually liked the idea of having the plank there, that way CT's would have to jump up there to look down at water, exposing themselves to T's at the mid gate.

    They still have to expose themselves to T MID gate while peeking through the 96 units wide gap if im correct. So if you don't have good cover, you are as good as dead if you decide to have a nice little peek. Down in water.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 11:49 AM
    Quote from tomm

    I think it would be more interesting to make aztec2 or something, same assets, different layout.

    It is an option, if anything i try on this won't fix Aztec1

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 11:36 AM
    Quote from El_Exodus

    Well, Cache and Season had a working layout and there was no need to fix anything. The remakes consist of mostly visual changes. Aztec on the other hand, doesn't have a good layout. These are two different things.

    The layout is unique on Aztec, but dev's couldn't make it work. I am just trying to make it work, because i genuinely enjoy the map style and different kind of approach to executes. On original CS:GO Aztec the issue is "rotations" for CT. Because they literally doesn't have to rotate. You should just buy scar-20 and spam shit out of t's from other side of map, while they are trying to approach B bombsite.

    Speaking of "remakes mostly consist of visual changes" can't be said about this. I have already made narrower MID area- that count's as overlay change too, because i changed about 5-6 angles.

    I am constantly changing skybox area, so that alone changes approach to map.

    Right now i still must adjust position of ct spawn. Because ct's are getting to B Bombsite a bit too early.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 9:52 AM
    Quote from Bodd Jonar

    So CT's can't look down water from A? Or why is there a white plank on A?

    Is it bad. There is gap from planks now, from where you can peek water. Before t's had to worry about where will that ct's head be but now the angle is more narrow and you can prefire it, if you know the angle. CT's can still see if t's are approaching A bombsite from water ramp. I am just trying to eliminate some of the long range angles. Because against well organized CT team, t's will mostly won't get past them.

    That white barrel in water (if you are playing workshop version) Is smoke spot, kind of hard, though. But i will need to change the model, because this one, has bad collision model. It realisticaly is empty. But practically it's not, because collision model is just blocking the inside of barrel.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 9:00 AM

    I have added Steam Workshop link here:

    http://steamcommunity.com/sharedfiles/fi…s/?id=544451796

    With few changes.

  • MapCore CS:GO Playtesting 4.0

    • Tensei
    • October 30, 2015 at 8:58 AM
    Quote from Vaya

    we've done so in the past. A 1:1 port would be a pretty pointless playtest tho

    http://steamcommunity.com/sharedfiles/fi…s/?id=544451796

  • Aztec Talk [Suggestions]

    • Tensei
    • October 30, 2015 at 1:43 AM

    Future plans:

    • Remove skybox for better smoke viability. (Mostly for terrorists)
    • Add "nade" window near T Bridge Room.
    • Change blue wall model at B bombsite to something else, because the model is so thin, it should be wallbangable even with bb gun, but it isn't because it's material is metal.
    • Improve player visibility even more.
    • Add some wooden walls at mid overpass, because right now it's pretty open area. It basically becomes death valley. Because crossfire might be too stronk. I will decide on that when i will get playtest for this map.
    • Adjust timings.
    • Add minimap/radar/overview.
    • Optimize map performance as far as my abilities can reach.
    • Add this map to Steam Workshop. (This one is going to happen really soon)
    • It is a possibility that i will get some custom models. (Aztec is about to become cartel land)

    Also i will consider your suggestions, that's why i am here.

  • MapCore CS:GO Playtesting 4.0

    • Tensei
    • October 30, 2015 at 12:08 AM

    Do you playtest remakes here?

  • Aztec Talk [Suggestions]

    • Tensei
    • October 29, 2015 at 11:56 PM

    More info:

    CT -- BLUE

    T-- RED

    Green- Walls and Boxes you cant see over by yourself or at all.

    Yellow -- Bombsite areas.

    I will release download link in 24 hours.

    Download link has been added at thread start.

    [Blocked Image: http://i.imgur.com/LCJ5tCV.png]

    [Blocked Image: http://i.imgur.com/XKPsGI8.jpg]

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

    [Blocked Image: http://i.imgur.com/xCG0QYX.jpg]

  • Aztec Talk [Suggestions]

    • Tensei
    • October 29, 2015 at 7:38 PM

    Update is out. Download link is at thread start.

    Before we speak about visibility: CS:GO screenshot feature takes the screenshots in default brightness setting.

    On max brightness (which probably 90% players has) it looks fine. Atleast i can see stuff well.

    Here are the changes:

    - River

    -- Added 2 pillars under the MID bridge for cover.

    -- Drastically increased ground elevation.

    -- There is now a lamp. It is powered by forgotten Aztec technologies.

    - B site

    -- Added a wooden ledge to decrease terrorists river visibility.

    -- In next update: One part of the ledge is going to be removed due to, you literally cant peek river unless you jump on it.

    [Blocked Image: http://i.imgur.com/dKCk5TU.jpg]

    [Blocked Image: http://i.imgur.com/W0xVHFl.jpg]

    [Blocked Image: http://i.imgur.com/aUeQpX1.jpg]

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


    Also. In next update.

    [Blocked Image: http://i.imgur.com/I4xOdoV.png]

    I am going to literally remove yellow area, because you cant pre-aim the angle. There's so many of them. It's too wide in my opinion.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 29, 2015 at 6:29 PM
    Quote from laminutederire

    @Raidix look at the number of AWP on dust 2 during deathmatches, people like that weapon a bit too much in my opinion

    Hah, wait when some anti-awp pro players will say that it has to be nerfed once again and valve will give awp only 1 mag of bullets. That means, you will think twice before trying to wallbang shit out of opponent. And it will require even more skill, because, you know, you only got 10 shots. Also they could reduce clip size to 5 bullets and give one additional clip. Still you got 10 shots, but you get to reload twice as fast.


    I will post pictures from river area in about 30 minutes from now on, and update download link of course.

  • Aztec Talk [Suggestions]

    • Tensei
    • October 29, 2015 at 5:15 PM

    So hello. Reworking de_aztec, by continuing de_aztec_proper by [aciD]

    Here's the link to his rework.

    http://csgo.gamebanana.com/maps/168069

    I picked up his work, because i had problems decompiling de_aztec and then compiling it again.

    So, there are some changes he has i also considered. But i thought, there is still something missing.

    I want to hear your opinions and suggestions which would possibly resurrect these forgotten Aztec ruins!

    Here come the download link from Steam Workshop

    http://steamcommunity.com/sharedfiles/fi…s/?id=544451796

    As for now i have changed (doesn't include [aciD] changes):

    A Bombsite:

    [Blocked Image: http://i.imgur.com/rdM1cL7.jpg]

    B Bombsite:

    [Blocked Image: http://i.imgur.com/HyxXgR8.jpg]

    Widened double doors at CT to B path to make retake an option.

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

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

    T Spawn to B upper path: Added a wooden wall just like in orginal edition, but it doesn't block T doors. So it allows once again for both teams to go for early AWP picks.

    [Blocked Image: http://i.imgur.com/ahVtYQ5.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 25, 2015 at 6:24 PM

    So there goes small album of my trenches. I messed up with light_environment brightness though. Way too high brightness.

    http://imgur.com/a/YH18E

    [Blocked Image: http://i.imgur.com/x4Qx6qn.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 25, 2015 at 1:23 PM

    A little progress with my trenches. It is going to be CT spawn with bombsite (Well, military base set in Afghanistan). Terrorists objecive is already obvious. Let's get rid of democracy !

    [Blocked Image: http://i.imgur.com/5yoxt0F.png]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 24, 2015 at 9:14 PM
    Quote from voyager

    Default textures?

    They are default. Cobblestone textures mostly. Roof has custom one maybe.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 24, 2015 at 3:39 PM

    Trenches i have been working on lately.

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

  • [CSGO] de_innsbrook

    • Tensei
    • October 23, 2015 at 9:13 PM
    Quote from Bodd Jonar

    Three openings to a bombsite is usually the best. Inferno B site has CT, ruins and banana etc. B site dust 2 has doors, window, tunnel. A site has long, short and CT spawn.

    So I must agree. You don't need three separate ways, but three direct openings. Just like CT and ruins on inferno, the CT's come from the same place, but right before the bomb site they can split up.

    It could be fine with two openings. The problem is, that both are kind of narrow and both can be held from one position. Because you cant flank from any of them. http://i.imgur.com/MNe12CN.png

    The crossfire just seems unstoppable. If there is 2v3 situation and terrorists are in disadvantage. I guess. The odds for ct's to take back bombsite are 40%. My guess. They can't be flanked. And both in just one splitsecond can help each other. +It is so damn narrow if you come from ct spawn entrance, that terrorists will hear you and just blow you outta there. If you choose t main approach, it will take time and then still you have to cross that narrow long path without DAMN cover. :D

    I suggest the OP to reconstruct the bombsite from tactical approach. Take a notebook. the one with grid. one square should be 32x32 units. And start drawing. Then apply the sightlines, and see for yourself which fits the best.

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