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  3. Tensei

Posts by Tensei

  • [CS:GO] [WIP] oldtown

    • Tensei
    • August 22, 2015 at 5:59 PM
    Quote from jackophant

    I don't know what you typed about your PSU or if that was an attempt at comedy (*whoosh* over my head), but hard drives are recoverable which you should really look into, even something as simple as a bay to run the drive externally and plug USB into slow laptop.

    But for future reference, get the desktop app for dropbox/google drive and map from the cloud. The only thing it doesnt work for is instances (which have to be in the sdk_content folder for whatever reason), and then you are safe guarded against any sort of computer failure.

    If you genuinely know the problem with your PC, I'm happy to try and help you with ideas to recover stuff. But if your flux capacitor has overcharged the feedback loop, I'm afraid I'll have to RC in, increase the resolution and hash your CPU.

    Well, a hint. I have had some job done, from older version, since i loved the map myself. HDD is already out in the trash, but i have done some progress for the map. I might as well continue map, but right now im choking with another map. If i don't find the way to fix the middle for it, i will start doing de_oldtown once again.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 9, 2015 at 10:30 AM

    Well i don't have portal 2 :D How do i import models from et ?

  • de_Strife (WIP)

    • Tensei
    • August 8, 2015 at 10:04 PM

    I would say, make it unable for ct's to jump on scaffoldings. Red stuff near CT entrance could be some metallic rusty wall, it should be easily wallbangable.

    [Blocked Image: http://i.imgur.com/dNmP4Jh.jpg]

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 8, 2015 at 9:58 PM
    Quote from jackophant

    tbh, I don't think you even need it.

    To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?

    Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of 20 000 kg of TNT)

    Now it sounds more believable, right ? It's just the rough idea of map.

  • de_Strife (WIP)

    • Tensei
    • August 8, 2015 at 8:13 PM

    Right now on "v11" CT's best defense on A site is Offense. If terrorists are dedicated to rush A from Upper Entrances (Appartments and Main i will call them.) Scenario is like this.[Blocked Image: http://i.imgur.com/VQUs1qO.jpg]

    BLUE - CT

    RED - T

    Yellowish - HE Grenade

    Purple - Flashbang

    Green - Smoke Grenade

    So here comes the scenario. According to timings, by the time ct hits the a Site behind boxes T's should be at Main Entrance.

    As soon as 3 CT' s ( why 3 ? because 4th one is going to sit connector to mid and last one in b ruins.) come out, first one who is going to jump scaffoldings is going to smoke main.

    Other two are going to nade. When first one is done jumping over scaffoldings, he can self flash over the wall like in picture or ask a teammate in a site to do a popflash thr smoke.

    All T's are white, and CounterTerrorist at main entrance will rush through smoke and atleast get 2 or 3 picks and fall back or die ( still you outpower terrorists and get info ) Guy from connector rotates to upper a in just 2 seconds if remaining terrorists are going in. If not he stays mid and cares for mid - b rotation.

    End word. i really think ct's dont need more than one man playing b. Because its like dust 2 B site. only one entrance. and other one covers mid-b :D

    Second: in A Terrorist appartments, the hole in wall right, the blocked one. I like the idea of peeking through planks. Gives terrorists a bit of advantage over a site. Tho i dont think it would change much.

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 8, 2015 at 3:21 PM
    Quote from Vaya

    [Blocked Image: http://i.imgur.com/cr4yy0v.jpg]
    Think the foliage in the one looks pretty weird due to being so uniform

    That's true. I myself think i need some thicker wines, because these ones has to be spammed for them to look like the stuff is overgrown

    Basically, this is even not close to what i want it to look like. I plan to make that whole area look like that but way more better than these wines in picture

  • WIP in WIP, post your level screenshots!

    • Tensei
    • August 8, 2015 at 2:50 PM

    Some progress i have made to my main map!

    Quote

    [Blocked Image: http://i.imgur.com/vLS8MdM.jpg][Blocked Image: http://i.imgur.com/RKD8xgY.jpg][Blocked Image: http://i.imgur.com/RZgbZBT.jpg][Blocked Image: http://i.imgur.com/0Ql54jC.jpg][Blocked Image: http://i.imgur.com/cr4yy0v.jpg][Blocked Image: http://i.imgur.com/FqpcL5M.jpg][Blocked Image: http://i.imgur.com/ejNOui7.jpg][Blocked Image: http://i.imgur.com/LoKZyBD.jpg][Blocked Image: http://i.imgur.com/6Rbqk45.jpg]

  • [X] de_germanfarm // Rebuild of a real farm

    • Tensei
    • August 5, 2015 at 8:18 PM

    If you see nice angles in your real life location, keep them, but balance everything that isn't nice :D Simply said.

  • [X] de_germanfarm // Rebuild of a real farm

    • Tensei
    • July 31, 2015 at 3:52 AM

    T's seem pretty locked down already in their spawn :D

  • [WIP] DE_BOURG

    • Tensei
    • July 28, 2015 at 7:55 PM

    Looks great. Keep on keeping on !

  • Black props

    • Tensei
    • July 26, 2015 at 2:50 PM
    Quote from Aerium88

    These are the ones:

    1: http://i.imgur.com/XKclRlR.png (working fine)

    2: http://i.imgur.com/r3bGCOW.png (error)

    I've also noticed more props have the same issue.

    Decompile assault and copy them out :D Rotate as you need them and i guess it should work :D

  • Street Scene In Hammer

    • Tensei
    • July 22, 2015 at 5:04 PM

    I see. i will look into it sometimes, VHE doesn't support comfort at all :D

  • Street Scene In Hammer

    • Tensei
    • July 22, 2015 at 4:56 PM
    Quote from TheOnlyDoubleF

    I love some much geometry in whiteboxes)


    Why do you do it on Hammer????????

    You suggest something else? Unless it's 3d model editor and you want us to make whole map a single model (which wouldn't be too bad)

  • Street Scene In Hammer

    • Tensei
    • July 22, 2015 at 4:06 PM

    It's lightpoles or whatitsname. It's definitely it. When you texture it, do some ground overlays, and add some garbage. To make it a little more lively add some cars. Some windows of buildings could have open windows. Maybe making the scene rainy would look good too.

  • [CS:GO][WIP] Demolition/Guardian "Tmassah"

    • Tensei
    • July 10, 2015 at 10:37 AM

    Hello guys.

    I am currently working on a 2v2 Demolition map called Tmassah.

    It has dusty theme.

    It is going to be more past faced than slow paced by the looks of it right now. There will be possibility to set your pace to any you want, because Tmassah is going to include lots of angles to check and of course there will be always the fast path (the quite suicidal one, but once you aren't prepared for et, you are done for!) and slow path for lurkers (not quite, because Defenders ain't going to rotate much) and passive players.

    Currently it is in kind of early alpha stage, because there are complete unfinished stages of map or even not yet started. Brushwork/ texturing/ detailing has been already done on most part of the map.

    Later on i plan to release it on Guardian gamemode, which is going to be very rough for Counter-Terrorists to survive.

    Here are some screenshots: http://imgur.com/a/Tlelt

  • What I'm Working On

    • Tensei
    • July 4, 2015 at 6:35 PM

    Why i am thinking to say that this already is is best looking map i have seen. Ofcourse every map has it's theme and maps like dust aren't meant to be "pretty" and stuff, but it's still appealing.

    But Santorini, damn, it looks as in real life, i would say. :D

  • [WIP] DE_Lojus

    • Tensei
    • July 1, 2015 at 3:34 PM

    Gennerally, this map hasnt any chances of being good as it is now. First the layout is almost just same as mirage.

    Second. Architecture theme changes by meters.

    I don't find it interesting - honestly.

  • [WIP] de_coast

    • Tensei
    • July 1, 2015 at 3:57 AM

    Love the look of this map. Italiaish with some more medieval aspect. My favorite, hehe. I guess imma test this thoroughtly (or smth like that).

  • de_jungle (WIP)

    • Tensei
    • June 9, 2015 at 4:26 AM
    Quote from Vertex

    The theme I was going for was a research facility in the middle of a jungle, not an actual jungle.

    What kind of research facility? (bad one where they experiment on humenity and monkey kind? or the good one that analyzes why dynozaurs are dead:D ?)

  • de_jungle (WIP)

    • Tensei
    • June 8, 2015 at 9:34 PM
    Quote from Vertex

    :) True, I'm waiting to get feedback on the Iayout before I begin detailing at all.

    What about this ? Try making something like this but jungle themed ofcourse. I kinda enjoyed that map on source. ( map was called de_forest btw)[Blocked Image: http://media.netday.be/images/games/css/de_forest/de_forest0001.jpg]

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