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  3. Tensei

Posts by Tensei

  • de_venue [WIP]

    • Tensei
    • October 23, 2015 at 1:45 AM

    I think "nodraw" is missing in a lot of places (especially detailed ones) and there are lots of things that should already go to func_detail

  • [CSGO] de_innsbrook

    • Tensei
    • October 23, 2015 at 1:40 AM

    I dont think b site is going to play out well afterplant for ct's. Another path, maybe. I don't know. See for yourself.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 20, 2015 at 7:21 PM

    [Blocked Image: http://i.imgur.com/JGkp76Q.png]

    So much reminds me of DOD:S style

  • Hammer goes loco.

    • Tensei
    • October 19, 2015 at 6:15 PM
    Quote from Raidix

    All vertices of a face have to be in the same plane. Otherwise you get an invalid brush. Hammer tries to fix invalid brushes when you load your map. That's why your brush doesn't look the same anymore.

    So, easiest way to fix it is to make slope and smooth surface two seperate blocks right ?

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 19, 2015 at 6:11 PM

    Just playing around.

    [Blocked Image: http://i.imgur.com/85oPIGF.png]

    [Blocked Image: http://i.imgur.com/71imKcn.png]

  • Hammer goes loco.

    • Tensei
    • October 19, 2015 at 5:11 PM

    Hello. Yesterday i was having fun with complicated vertices. I mean more than basic ones. So i had this slope. http://i.imgur.com/6T13lhg.png from side view. Now from top view. http://i.imgur.com/xtDxHfU.png

    I made it using vertex tool and cutting tool. First as you can see in top view, i cut the edges to give it a form and then with vertex tool i moved one side down from side view. I remember saving everything. Today when i loaded my file, i noticed nodraw edges which shouldnt be seen so i went to see, and what the hell. From sideview its going back to cube and vertex tool changes just undo'ed by themselves. I don't know how to explain it better.

    And my only 1 propmodel in map to get scale correctly went to different location as well. Not quite different location, but i was moving it from one location to second one. It was in the second one when i opened my file. Anyone has faced this already ?

  • Map talk. [Help me decide]

    • Tensei
    • October 13, 2015 at 8:13 AM
    Quote from Kochi

    if you really want to make those gates

    You can make a slide door with trigger_multiple that will open the door ad soon as you touch that trigger.

    This will add the gate without ruin the gameplay

    I will try lots of things. With the area.

  • Map talk. [Help me decide]

    • Tensei
    • October 13, 2015 at 6:24 AM
    Quote from Kochi

    But if those things are ruin the gameplay, then that's the memory that the players will get this bad memory of waiting 10 seconds untik you can start the action

    Well, you have a point. There is no denying it. Well, i will realize these gates anyways. And when im done with layout and these gates and adjusted timings, i will add it to the playtest, because we can talk about this for a long time and never really know how it will go. As much as i remember there hasn't been competitive map like this. If it will be too unbalanced or boring, i just have to click once and press DEL button. And adjust move a bombsite a bit further away change layout of the bombsite.

  • Map talk. [Help me decide]

    • Tensei
    • October 12, 2015 at 9:13 PM
    Quote from jackophant

    What did I just read? TLDR: You want to add big sliding doors that take 10 seconds to open?

    10-9-8..2-1 In sound alert and doors opens in like 2 seconds. After timer hits 0.

    Quote from Atrax

    I generally like the concept of interactive parts, and I sure think your idea would be a great addition after a LOT of playtests and optimizations.

    My main concerns are that these doors would be mostly unsuitable for retakes because for once CT's need to determine whether the door is open or closed (if they are not able to open it from their aproach side), and even if this was just a shortcut from the existing longer route, It would most probably be less strategic and more rushy because the CT's wont come up with strat A for gate open and strat B for door closed.

    Also I doubt that the controls would be intuitive, and bugless, but thats a question of hammer

    These are just my thoughs on this, and they may be completely irrellevant if the elements are placed right and can be seen from far enough to make clever decisions. I recommend you to just put them in there and get the map ready for a playtest, maybe without the people knowing, so you can see how well it fits in the plays.

    SPEAKERS around map to know that someone is trying to open doors. Control with button is at CT side of mid which is going to some kind of a room. Well i will post some pictures when i have realised the MID area. Right now it's just a 4 walls and roof

  • Delta Delta

    • Tensei
    • October 12, 2015 at 7:36 PM

    Someone already told you to not go for industrial shipping port theme. I can see you haven't had a real reference. Which is more why you shouldn't do that.

    At ports containers are picked up from above. The second row of containers make me think- how in the hell they got them in there ? While im busy with that idea, 1500$ went to "xX-Bogdan-Xx-PL"

    Im trying to say, the second row of containers doesn't make any sense. Not the slightest bit. First row could be pushed in there. Third row could be put from above. The second row? Hououin Kyouma special brew helped ?

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_10/de_deltadelta0001.thumb.jpg.8182f9b0a4279420b56eec2bf86dab1f.jpg]

  • Map talk. [Help me decide]

    • Tensei
    • October 12, 2015 at 7:21 PM

    Hello guys. Basically this is just the map idea.

    Lets forget the environment and brushwork and theme for now. It's industrial anyways.

    Recently 3kliksphilip had a talk about "interactive maps", but i don't want to radically make destroyable walls or add Alladin's pigeons, or whatsoever. It would be too much for neverchanging Counter-Strike gameplay. As some could say "too much of something is too much"

    So as my map is planned it is defusal map with 2 bombsites, mid area and ofcourse with an alternative route to one of the bombsites. Mid area has connectors to each of the bombsite. Bombsite A has main route and mid connector, thats all. Bombsite B has main route, alternative one and mid connector.

    The problem is Bombsites are so close to each other, but i don't want to relocate bombsites anywhere! So everything is all about midcontrol. It's nothing new though, but i don't want my map to be like any others.

    The real problem is... The bombsite B is just right after mid connector. When i say this, i mean "literally"

    So as MID area being hangar, it should have something like gates. Yeah, thats the thing i want to set oneway interractive. Once you open those gates they will never be closed.

    Gates can only be opened with button which is going to be in snipers nest which is going to be hangar's electricity control point. But if gates open right away. I am positive that adding 10 second countdown which everyone can hear around the map from speakers.

    I think it would add more trickery to the map and fakeplays and everything, but right now it seems like only terrorists advantage. Nope i am not going to make main route extremely hard. Because it is not only terrorists advantage. once doors have been opened those doors will be as retake option for CT's. On the other hand, CT's can exterminate Terrorists while 10 second countdown is going on. For example, they are all waiting at the doors to go "Allahu akbar",but CT's are going to counter them with offense and literally burn them out with molotovs and nades and then maybe shoot them with those M4's and whatever else they have. To make that possible, there is going to be windows all around hangar as a light source.

    Oh. Almost forgot. When you press the button as terrorists, don't you leave CT's guessing "Which way will they execute now". Because basically, you can just do a split A rush suddenly instead of B execute. Im sure it will make CT's panic alot.

    Seems pretty interesting to me.

    So what do you guys think?

  • WIP in WIP, post your level screenshots!

    • Tensei
    • October 11, 2015 at 4:49 AM

    It is going to be vehicle fuel station eventually for my bomb defusal map bombsite.

    [Blocked Image: http://i.imgur.com/Y76ze9b.jpg]

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

  • Complex

    • Tensei
    • October 8, 2015 at 1:09 AM

    Is the propmodel meant to be with its front at the wall ?[Blocked Image: http://i.imgur.com/nEGKBvZ.png]

  • de_neutron

    • Tensei
    • August 29, 2015 at 5:34 PM

    Gray looks just fine. Love the style!

  • de_victorian

    • Tensei
    • August 28, 2015 at 11:19 PM

    Right now. Nothing much to say.

    Displacements look like you took a piece of paper and just wiped your ass off with it. Ruff said. (Needs to be smoothened)

    Walls damn. Texture scale has gone way too wrong for some buildings.

    For me theme seems like: industrial complex in living appartments. With italy themed windows. I would believe it if t's were cooking meth there.

    "This is my first completed map"


    I understand that JamieGamez ain't too much skilled with hammer editor. But this is nowhere finished/complete (whatever) map to submit for contest.

    Maybe i was too harsh.

  • de_coldstone

    • Tensei
    • August 28, 2015 at 5:03 PM

    Hello. I have finally found my style. Some of you might know that i was doing map called de_blight, but i came to realise that industrial brushwork is not for me. I just kept and kept choking. I couldn't think of that brushwork theme creatively. So nothing beautiful came out of it. Won't count that layout was a mess. In the end i didn't enjoy it.

    Back to the point.

    Im introducing you to new map. DE_COLDSTONE. This is my style. Map theme is cobblestone architecture (not really the one from de_cobblestone) I think you will get where im going when you see screenshots.

    Plot. Terrorists are 'bout to blow up towns monument, but in case if defense there is too tight, they might consider to go after gunpowder at fort and set the town flying!

    I am using Yanzl assets from Castle. (Thanks Yanzl !! The best of kind !!)


    White "X" means terrorists can't get there without boost.

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

    T SPAWN

    [Blocked Image: http://i.imgur.com/Q3ZaEVN.jpg]

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

    B BOMSITE

    [Blocked Image: http://i.imgur.com/ztcNE3J.jpg]

    MIDDLE

    [Blocked Image: http://i.imgur.com/p588dO6.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 26, 2015 at 4:11 PM

    Something i have been working on like for a week now.

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

    Same picture with routes:

    Quote

    [Blocked Image: http://i.imgur.com/sVRHDX6.jpg]

  • [WIP] de_bastion2 | de_bastion2 (Night)

    • Tensei
    • August 24, 2015 at 8:38 PM
    Quote from Walki

    Yah true. Feels a little empty although there's 5 overlays on it already. I'll think about something for the next version.

    Maybe you could add some stain overlays at bottom of the tower and maybe put in window a cannon ?

    I feel it somehow working.

  • [WIP] de_bastion2 | de_bastion2 (Night)

    • Tensei
    • August 23, 2015 at 1:19 PM

    Those towers you got there. [Blocked Image: http://i.imgur.com/NmLw5T0.png] Feels like something is missing. I don't know. Right know i would say it needs detail. :D

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 23, 2015 at 12:32 AM

    Have been playing around with hammer brushwork.

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

    [Blocked Image: http://i.imgur.com/ra4StzW.png]

    [Blocked Image: http://i.imgur.com/XLb0URE.png]

    [Blocked Image: http://i.imgur.com/j1pWLuK.png]

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