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  3. Freaky_Banana

Posts by Freaky_Banana

  • [WIP] De_Wulfe

    • Freaky_Banana
    • March 20, 2016 at 8:25 AM
    Quote from Shima33

    2 hours ago, Shima33 said: Sure thing, here it is-

    Is this the new logo ?

  • de_oakwood

    • Freaky_Banana
    • March 17, 2016 at 9:53 AM

    This may interest a few of you: I uploaded the map to the workshop (called it de_security) for the upcoming playtest on sunday. Here is the link for anyone who wants to check it out /emoticons/[email protected] 2x" title=":)" width="15"> .

    http://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    See you at the playtest /emoticons/[email protected] 2x" title=":)" width="15"> .

  • [WIP] De_Wulfe

    • Freaky_Banana
    • March 17, 2016 at 8:51 AM
    Quote from Shima33

    9 hours ago, Shima33 said: Not sure what to do with the radar for this map. Will it need a multi-levelled radar, or will the single picture suffice?

    Well a multilevelled radar could provide useful for CT sniper window, since it overlaps with lower CT mid. But Since that's a rather small area, I think for now a single image radar should be sufficient.

    Try to make it look cleaner than the one you have though. Make all roofs and stuff around the actual map nodraw, so we can see the floor of every path. That would provide the player with a better overview of where he is and where he has to watch.

  • [WIP] De_Wulfe

    • Freaky_Banana
    • March 16, 2016 at 6:46 PM
    Quote from Shima33

    17 minutes ago, Shima33 said: The gate being black: Yeah, I have no idea what's up with that. For some reason, I can't get it to display properly. It's supposed to be the gate from Assault, but it isn't working. :/

    Theming: Yeah, the theming started off with a clear-cut idea, but quite rapidly disintergrated into a mess. It was supposed to be an industrial city, with a warehouse taking up all of CT (hence the theming of A), but right now it's very bodged.

    Too many different textures: What do you recommend for that? I quite personally like all them textures.

    Water Tower: That's supposed to be a landmark point so that everyone on the map can have a rough approximation of where they are. I was considering replacing that area with a mill of some kind, with a chimney coming out the top as the landmark instead.

    "Those": They are supposed to be the company's logo - as you noticed, there's another set of them in a different colour at B Site, too. Removing them is optional.

    For the gate maybe try putting an info_lighting entity down? (Google it, there's good videos for how to use them)

    Theming: Well get back to that clearcut idea then /emoticons/[email protected] 2x" title=";)" width="15"> !

    I personally wouldn't use white brick textures outside. Maybe just stick to the classic plaster or metal.

    Concerning the landmark: Go for the chimney /emoticons/[email protected] 2x" title=":D" width="15"> ! It would 100 % fit the theme (but then remember that there shouldn't be an appartment below that, so maybe move it a bit further towards the B site.

    I would remove the logo for now, it was rather distracting imho. Things as bright as that in an otherwise rather sombre map just attract the eye and therefore take focus away, distracting from the actual gameplay.

    Quote from Shima33

    25 minutes ago, Shima33 said: What you liked (yaaay!):

    The entire T Side area to A: The layout's the same, but the Trash area's been moved further back and a bit more detail's been added in the later build. The weird curved wall's been removed for now - might get replaced with a custom prop sometime in the future, but for now it just looks messy, so I stuck a generic-ass warehouse in it's place. The reason for this is to remove a massive sniper line that ran all the way from T Spawn to A Site. I also modified T Spawn so that it was inside a shed. Thank you very much! /emoticons/[email protected] 2x" title=":D" width="15">

    Mid Sightline: That area's been edited very slightly so as to provide some cover, and to make jumping back over the fence easier. Again, thanks! /emoticons/[email protected] 2x" title=":D" width="15">

    Cool Jump: Yeaaaah! Someone finally acknowledges that jump! Thank youuuu! /emoticons/[email protected] 2x" title=":D" width="15">

    One-way drops: The route which is now fenced off from T Spawn to Mid was originally open, as was the weird drop-down point before entering A Site. Those two could be edited, perhaps? The one at CT Sniper Box, the Dropdown into B, and the main Drop into A - those can't be altered. Anyway, thanks again!

    A Garage: That whole garage is supposed to be a big ol' comfy space. You can actually save your weapons from the bomb in there, if you plant at the other side of the site, hide right at the very back of garage, and have a lot of health.


    Thank you very much for all of it! Sorry about this being very "wall of text"-y... I'll have an update out for this map in the next few days. Thanks for playing!!!

    Display More

    I would just remove the second route to the main T dropdown into A (but please leave that staircase, it jus looks so good /emoticons/[email protected] 2x" title=":D" width="15"> ! I found the dropdown into B a rather inefficient route to take for any team. You didn't really have any chance to scan the area below before dropping and after dropping you had to check two different directions. To make the dropdown more viable, lower the height of the dropdown (so noone can look into B from there) and then make it a bit like the dropper in cobblestone, meaning that you can scan the area a bit but not entirely before dropping and making the spots you have to check after dropping being sweepable in one fluid movement (optimally have them in the same sightwindow).

    That with the garage is a cool little trick /emoticons/[email protected] 2x" title=":D" width="15"> .

    I liked testing the map and giving feedback, it's what we do here on MapCore. No problem with walls of text btw /emoticons/[email protected] 2x" title=";)" width="15"> . I'm looking forward to the update.

    Cheers! /emoticons/[email protected] 2x" title=":)" width="15">

  • [WIP] De_Wulfe

    • Freaky_Banana
    • March 16, 2016 at 4:44 PM

    Hey, I just wanted to give you my thoughts on this: I have had a long run around the map and gathered some pictures. So here we go! /emoticons/[email protected] 2x" title=":D" width="15">


    Quote

    Spoiler

    Just misplaced blocks:

    this gate is black for me

    The content cannot be displayed because it is no longer available.

    sew these displacements together

    The content cannot be displayed because it is no longer available.

    this block sticks out in appartments

    The content cannot be displayed because it is no longer available.

    Things I didn't like:

    Theme: So I get that we are in a city somewhere, but somwhow the props and textures felt randomly picked out. I.e. look at the screenshot above, or at these:

    too many different textures in one place (especially the concrete sticks out here)

    The content cannot be displayed because it is no longer available.

    B site: an ancient ruin which is under construction atm ? I dunno... Also the pathways around B somehow felt off for me. I didn't really know what to do with that small ramp outside of the site, except to jump onto the modern looking block seen on the lfet of the second screenshot. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    What does the watertower canister do up there ? The content cannot be displayed because it is no longer available.

    What are these? The content cannot be displayed because it is no longer available.

    gameplay:

    imho you should remove that small fence. It obstructs vision and It felt weird shoting the bots through it

    The content cannot be displayed because it is no longer available.

    Does this serve any purpose?

    The content cannot be displayed because it is no longer available.

    Is that small peble supposed to be walkable ? (it gives a great view into mid)

    The content cannot be displayed because it is no longer available.

    Also use another texture for the glass window in CT mid, before shoting once it's hard to make out anything.

    Last but not least: What I liked:

    The entire area from T side to A The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    A nice sightline for battleing in mid

    The content cannot be displayed because it is no longer available.

    this is a cool jump /emoticons/[email protected] 2x" title=":)" width="15"> (but I think that there are too many oneway drops on the map. you could just make every one of them a normal path imho)

    The content cannot be displayed because it is no longer available.

    Also I liked the garage on A. It felt good holding an afterplant from that position (ofc it's dangerous, you can be molotoved /emoticons/[email protected] 2x" title=":D" width="15"> ).

    Display More

    General feedback:

    I would suggest to do a greybox of this stage of the map. It lets you concentrate much more on gameplay. You can work the visuals out later /emoticons/[email protected] 2x" title=":)" width="15"> . I would stick with the look of T to A though, it's cool /emoticons/[email protected] 2x" title=":)" width="15"> !

    I hope this helps! Cheers!

    PS: I somehow can't get rid of these two pictures 8|


    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • de_oakwood

    • Freaky_Banana
    • March 16, 2016 at 12:53 PM

    Hey, thanks for the feedback /emoticons/[email protected] 2x" title=":)" width="15"> !

    Quote from Shima33

    4 hours ago, Shima33 said: Green's a bit of a weird colour for the lighting. Make it a sunset yellow, perhaps? Other than that, I'm quite liking it.

    Do you feel like the lighting is greenish inGame or was this just judging from the screenshots ? Becasue I think those may have a slightly different look than inGame atm (something weird about those reflectivity textures I'm tellin' ya ! /emoticons/[email protected] 2x" title=":D" width="15"> ).

    Quote from Shima33

    4 hours ago, Shima33 said: A circular bomb site is unique in of itself, and the lack of a clear-cut Mid makes finding sniping spots a bit more intelligent than "Go to mid > Find Vantage Point > Shoot". What are the timings like?

    Thanks for the compliments on A. It is actually the site I had worked out as the very first part of the map, its first iterations are also to be seen over on Intelligence. The timings are still the same as marked on the layout picture of v7 (except for B Long), so Ts have first acces to the angle in mid, A Long has about one second advantage for CTs, B main can now be held down by CTs working with a comfortable advantage of around four seconds until Ts reach the entrance into the building (they can already hold the sightline to the building's exit before that though, so CTs pushing superaggressive may be punished by attentive Ts !) and B Long is reached by CTs after twelve seconds, whereas Ts need an estimate 14.

    Quote from Shima33

    4 hours ago, Shima33 said: Personally, I'd spam a heckload of trees and plants to keep all the greenery and keep it looking like it's a forest, and then make the sky a lovely sunset yellow, like you're fighting at sunset. Also, is it just me who imagines a big ol' barn somewhere on this map, or a wood mill, or something along those lines? Perhaps in mid, to make the map really stand out?

    I will put in a load more trees, when I start to detail and to optimize. For now I fear that the trees may be FPS heavy, considering their amount and the testing skybox (a hollowed out block). But don't worry, later there will be plenty of them /emoticons/[email protected] 2x" title=";)" width="15"> .

    I like your idea for the sky, that's what I will be aiming for, but for now my priorities are in gameplay and basic visuals, so I will get to the more advanced stuff like a custom skybox later /emoticons/[email protected] 2x" title=":)" width="15"> .

    The barn would certainly fit the theme for anyone who doesn't know the backstory. And I assume here that most casual players won't read that before playing the map (at least I never do that myself /emoticons/[email protected] 2x" title=":D" width="15">!). But after reading the story I want to set for the map, a barn is not something to be around the borders of a secret government facility. For giving the map that unique feeling I thought of using tons of displacements, partially even ontop of the facility's roofs, to give the area the feeling of actually being hidden somewhere in the woods. The problems I am facing here, is that I am not too great at working with displacements yet, but I guess that will become ok thanks to the practice I work on this project.

    For now thanks for the feedback and Cheers! /emoticons/[email protected] 2x" title=":)" width="15">

  • de_oakwood

    • Freaky_Banana
    • March 15, 2016 at 10:01 PM

    And yet another supersmall update. I decided to change Long B again even before the playtest. Here is the new overview picture and a few screenshots. Enjoy /emoticons/[email protected] 2x" title=":)" width="15"> .

    Here is the download link as usual: https://www.mediafire.com/folder/cbue8w9d19aet/de_oakwood_8

    Furthermore I have submitted this version for the playtest on sunday. See you there /emoticons/[email protected] 2x" title=":)" width="15"> !

  • de_oakwood

    • Freaky_Banana
    • March 14, 2016 at 10:09 PM

    Another small layout change: so here is v7:

    The playable version is here : https://www.mediafire.com/folder/6cyi4yut344du/oakwood_7 /emoticons/[email protected] 2x" title=":)" width="15">

    Keep the feedback flowing. I am planning on applying for a playtest soon so anything you want fixed before that happens, you should tell me soon /emoticons/[email protected] 2x" title=";)" width="15"> .

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • March 14, 2016 at 3:29 PM

    here is the small update I promised you guys (download link: https://www.mediafire.com/folder/qvhmd12mdnw1l/oakwood_6) It features better lighting, a new B long, a bigger A site and new B site placement.


    Quote

    I am still not one hundred percent sure on whether I already like the timings on B, which is why I am still toying with the idea of putting it even further back towards CT.

    Tell me what you think !

  • de_oakwood

    • Freaky_Banana
    • March 14, 2016 at 12:30 PM
    Quote from JSadones

    I'm also working on a project that has a similar kind of theme/story.

    It will be interesting how both projects will work out !

    Yea, it definitely will :) . Good luck for satellite ;) !

  • de_oakwood

    • Freaky_Banana
    • March 13, 2016 at 1:48 PM

    Ok guys, so I have been working today and wanted to share the progress, eventhough I haven't done the lighting yet. The blocking is way more than I thought. Also I lengthened B but didn't like it. The cover simply didn't work out well anymore. Also I figured like B would feel more open with the reworked B long and T main in place anyways. For now I will just change it back to the old version of B. Tell me what you think about it please .

    List of changes:

    - reworked B long to make it more of an AWP angle. This includes the Ts having to gamble. CTs should reach the aggressive sightline around two seconds after Ts do (but there's multiple popflashs for CTs who want to go aggressive) but can just choose to safely hold an angle a bit further back (which is still longer than what was in B long before).

    - bigger A site

    - deleted angle from A to mid connector room

    created a new angle from A to the entrance of A long tunnels

    I only have editor shots for now unfortunately, but enjoy those nevertheless !


    Quote

    Deleted angle into mid

    new angle into long

    bigger A site

    new B long

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • March 12, 2016 at 2:22 AM

    Ok so since you all agree on the lighting, I will change that, following JustFredrik 's advice, so trying to create an own but (thanks jakuza for the explanation on how lighting works) realistic lighting.

    @Goatacus : I do not know exactly how the sites would play for CTs who try to defuse. If I make the plantzones bigger there may be a lot of OP angles for defense for Ts. I will try to work something out though. I will also try to make the sites bigger, so that there is more open space for skilled gunfights. For this I would probably make B a bit longer and scale up A like so:

    Is this about what you thought of ?

    I also consider pulling B slightly down towards CT side, because the timings are REALLY tight there right now. Both B Long and B main are peaked by Ts and CTs at around the same time so I should probably fix that ^^.

    I will hit you guys back tomorrow with an update, until then.

    Cheers!

    aunt Edit says: PS: just an afterthought: Do you think gaining control of mid to CT / CT itself is too powerful for Ts because they can cut off rotates down there 100%, only leaving open the T side entrances into the bombsites ?

  • de_oakwood

    • Freaky_Banana
    • March 11, 2016 at 4:50 PM
    Quote from Aztk

    Use official light_environment settings from here:

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List

    Your light is 'too yellowish' and a bit distracting.

    I did use one of those at first, I didn't like it though and wanted the theme to be a bit different (as explained in the post above), so I changed the lighting. I would right now wait to see what others think of it before changing it back. But thank you nevertheless for the suggestion , I will keep it in mind.

  • de_oakwood

    • Freaky_Banana
    • March 11, 2016 at 1:05 PM

    So guys, after quite a while of silently working on the layout of Intelligence, I felt like the layout just didn't work too well and I have decided, to make a new map out of the theme. After working on this map for a while I am now finally happy with where I am (greybox) and want to present what I've done so far. I would really like to get some feedback in from you (especially on the area around B and on A site!) so I can work on the map to actually finish it this time around. (For theme and visual ideas, look further down the post after the screenshots). Enjoy the screenshots !


    Quote

    Layout:

    close view into A from CT side:

    A to mid connector

    A from A long entrance

    A from CT Spawn

    A long tunnel entrance:

    A Long

    mid from A to mid connector room

    A long tunnel

    B site from CT entrance

    B site from B long

    B site from T main

    B Long

    T main for B (with entrance to T mid to B on the right):

    B from retake room:

    outside B on the CT side

    T mid to B connector

    mid (T side to the left, entrance to A connector room to the right):

    T mid exits (to mid on the right, T mid to B connector on the left):

    T mid (big shot)

    view from A long into long T connector:

    T Spawn:

    watching entrance into A connector room from A site:

    CT Spawn isn't anything interesting to show really, so I left it out (it's plain empty space)

    Display More

    Theme and visuals:

    This is a surveillance facility run by the American governement. The Ts found its location and want to either blow up the big satellite bowl (going to be on A) or the server saving all the data (B). I was thinking of a setting in some American forest during indian summer, so imagine all the trees bearing yellow, red, orange and a few purple leaves. I've already set the ambient lighting to reflect some of this theme. The building walls are mostly supposed to be a very light (pastel) orange to fit this colour palette as well. The insides of CT side are supposed to be a steril blue (work that blorange baby!) whilst the outsides and T insides are of a relaxing orange. The entire thing is supposed to be hidden, so I imagine the trees to be hanging over the paths in some places, giving the outsides a half shady look. CT spawn will be a helipad maybe, but more likely just a dirt road (in that case I'd narrow it a bit). there will be one of these things over A:

    It is going to be a focal point, visible from nearly everywhere on the map's T or A side (but only as long as you are outside ofc ). ( Vorontsov I am so sorry the model you so generously made for me didn't even get into the map! I had mucked up something with the scale probably, at least it was about twice the size I needed...)

    That's all for my ideas. If you guys want me to I can also upload a graphic in which I show timings and standard defense positions for both sides .

    Anyone who wants to test it can download all the files from here: https://www.mediafire.com/folder/id5i9hdv115s3/de_oakwood .

    I Hope to hear of you guys soon !

    Cheers!

    Images

    • Long A.webp
      • 117.57 kB
      • 1,366 × 768
  • de_contract

    • Freaky_Banana
    • March 10, 2016 at 4:47 PM
    Quote from Quotingmc

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    I am totally digging it :D !

  • The random model thread!

    • Freaky_Banana
    • March 2, 2016 at 9:40 PM

    Ok guys I figured this would be the best place to ask. I am having a problem with compiling my own custom made models (smd) to make them usable as props and noone knows what it has to do with. We have tried every possible fix we could think of, but nothing works. So now my bid: could anyone of you please model me (or even just compile!) the model I need for my map? If you would offer your help just contact me per personal message. Thanks in advance :) !

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 2, 2016 at 4:18 PM

    Hm ok I will try another model . That's right, why didn't I think of that ? Thanks for the tip !

    EDIT: Welp no this was not it. I tried to do the most standard of blender models, the cube spawned when opening Blender and it didn't work. So either it's my studiomdl.exe being corrupted or the weirdest bug I've ever heard of... I'll further edit this post after validating my sdk.

    PROMISED EDIT: So I let Steam validate the game and the SDK. It found one corrupt file for the game and none for the SDK. I tried again to run my qcfile in crowbar but it still didn't work. So I guess I have some random a** bug and no idea how to fix it :( ...

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 2, 2016 at 3:56 PM

    Been there, done that, compiling in guistudiomdl, my windows just says "no response by the program". So that doesn't work either. I am really rather confident, that it has to do with some sort of scripting error.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 2, 2016 at 3:08 PM

    Nope, doesn't work either :( . I really have no idea. Only thing left is replacing my studiomdl.exe file in the bin folder. Does anyone know where I can get a new one (or maybe just offer up the file for download)?

    Cheers!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 2, 2016 at 2:50 PM
    Quote from esspho

    you are supposed to have only one pair of "" per line (if any).

    $modelname "props\Radarkugel.mdl"
    $body "Radarkugel.smd"

    $staticprop
    $surfaceprop combine_metal
    $cdmaterials "models\props"

    $sequence idle "Radarkugel.smd"

    $collisionmodel "Radarkugel.smd" { $concave }

    I already updated that. Didn't change anything though :( .

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