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  3. Freaky_Banana

Posts by Freaky_Banana

  • UE4 -WIP- Destiny Fan Art - Mars Station

    • Freaky_Banana
    • November 11, 2016 at 9:55 AM
    Quote from cglewis

    5 hours ago, cglewis said: Did some work on the background building, let me know what yall think :)[Blocked Image: http://i.imgur.com/ByQNIjF.jpg][Blocked Image: http://i.imgur.com/0T41KCq.jpg]

    It's looking really good! Now we just need more buildings of a similar style, so as to fill the sky shining through on the left. This would imply a large city lying behind the station. Only an idea though.

  • The random model thread!

    • Freaky_Banana
    • November 8, 2016 at 3:20 PM
    Quote from KOLARI

    13 minutes ago, KOLARI said:

    Sweet!

  • [CS:GO] Riverside (WIP)

    • Freaky_Banana
    • October 11, 2016 at 5:20 PM
    Quote from madsenfk

    On 9.10.2016 at 3:06 PM, madsenfk said: EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday.

    Don't worry, we had the same thing for oakwood. Our compile times jumped from 45 minutes to four hours within two days of detailwork. Just run the compile in CompilePalX. That won't lag your computer, so you're free to do anything during compile time (although of course, the more you do, the more time your compile will take). For us the compile took around 4 hours (approximated 2 and a half of which were spent on PortalFlow 9...).

    We hope this helps :) !

    Cheers!

  • MapCore CS:GO Playtesting 4.0

    • Freaky_Banana
    • October 9, 2016 at 7:57 PM

    Guys, just wanted to say that the server still seems to be running an old version of the game. At least that's what my PC tells me as for why I can't connect.

  • de_oakwood

    • Freaky_Banana
    • October 9, 2016 at 11:52 AM

    We have now submitted for a playtest later this day! (Sorry for the short notice, dear admins)

    In case we get it, we really hope to see all of you there :) !

    But if we don't, we don't want to let you hanging, so here are some pictures of what's new!

    Also feel free to check it out ahead of time if you like!

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

    Cheers :) !

  • [WIP] de_canaveral

    • Freaky_Banana
    • October 5, 2016 at 3:30 PM
    Quote from NihiL

    2 hours ago, NihiL said: Okay, the very first version of the graybox is now playable on the Steam workshop.

    http://steamcommunity.com/sharedfiles/fi…s/?id=775263894

    Please give it a try and let me know what you think, what you'd like to see changed and so on.

    [Blocked Image: https://i.imgur.com/HYxLSX7.jpg]

    [Blocked Image: https://i.imgur.com/yoGy5Y4.jpg]

    At this point we really need cover! It's too wide, open and bland. Also I feel like the entrance to basement from mid is way too wide, for a cheeky second path into mid. I feel the same for the entrance to basement from A main. Also I think it has too much verticality. I would either split the ramps into two horizontally, to achieve the same verticality as you have now, or you just lower the verticality. All these ideas are under the assumption, that basement is supposed to feel like Overpass's connector area. Instead you could also just leave everything as is (except for the width of basement's exit to mid, which definitely has to be tightened up), and make it a supply ramp as the one on Nuke.

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • October 4, 2016 at 10:36 PM
    Quote from Freaky_Banana

    On 6.8.2016 at 2:21 AM, Freaky_Banana said: Well ... I guess that didn't happen. But now we're back to show you the stuff we've been working on and to finally get that damned playtest done :D !

    The workshop isn't up to date, since we're experiencing problems with our cubemaps, but we'll fix that until the playtest in approximately three weeks. Please enjoy the pictures anyways :).

    you'd think we learned from our mistakes wouldn't you ? Well we didn't, but we will keep going until we get it right !

    So once again, we (and this time in full confidence) happily announce that if we get the small rest of work done until then, de_oakwood will finally find its way into the MapCore Playtest again on sunday!

    Here is a small sneakpeak ;) :

  • [WIP] de_canaveral

    • Freaky_Banana
    • October 2, 2016 at 8:09 AM
    Quote from NihiL

    9 hours ago, NihiL said: Alright, excuse the double post. Here's a new version.

    [Blocked Image: https://i.imgur.com/FpTG4EC.png]

    Please let me know what you think! I added some callouts so we can talk about the layout more easily. Because it's hard to see in the image: the basement is only connected at the north and south-west (to lobby and mid respectively), not to B.

    The sight line from T spawn through lobby, through main, into B is still problematic but it seems fixable with props or other vision occluders.

    I know this is only pictures and I still don't have an accurate scale measure, but I feel like the two entrances from B are basically still one. There is only one rather narrow-looking (and probably smokable) entry from CT, before the path splits into two. So Ts can just push in there after taking the site, smoke off CT and then wait in one of the two arms for any CT coming from Main (the only path left). Also I don't like the new path from T to outside. a) it's a superlong sightline (same goes for CT to A) and b) it doesn't allow for smooth rotations from A to B, because you have to go all the way around through T Spawn. Maybe just connect mid and T to outside at their common wall. This way Ts have a second concealed way into mid (read further down the post to understand how that would be balanced!), which still doesn't pop them out right in the CTs face.

    And here is another MS Paint edit with problematic lines of sight I imagine there are:

    - blue are sightlines , mostly very T sided (all except the one from control room probably)

    - S = problematic smokes (the one marked with a two is probably hard to land for CTs since there is no straight wall to bounce it off and it's up a stair!

    - the red arrows indicate areas I don't like, thanks to their stretched narrow nature (same goes for ramp)

    - also Main seems comparatively small and Ts should be able to come down ramp without being seen from the back of the site, just for smoothness of gameplay. By the way, where exactly is B Site ? Is it all around the rocket or is it back towards CT ?

    - I am not sure whether I like the basement as it is. It offers Ts a really good way into mid, because to peak it CTs are going to have to move up rather far from control room (again here I don't know about the scale of things so this may not be as bad as I think it is!). But on the other side, it doesn't seem to provide any great use for CTs for a flankaround or rotation from one site to the other. So in this constellation of basement and mid I feel like Ts immediately get control of almost all the map. My idea to fix this is to connect both basement and the second B entrypoint (the top-one) to control room (instead of to where they are connected atm), offering CTs a good early push and Ts a good reward for breaking through. Also your retake problem for B is thereby made less severe (imho). With this version you have to be careful of sightlines from B into control room though!

    I hope this helps :) !

    Cheers!

  • [WIP] de_canaveral

    • Freaky_Banana
    • October 1, 2016 at 4:39 PM

    It looks really small. Just for reference, what are your rough timings ?

    Edit: And may I please have the bsp for this one ? I would really love to run around for myself, looking at everything!

  • UE4 -WIP- Destiny Fan Art - Mars Station

    • Freaky_Banana
    • August 30, 2016 at 10:12 PM

    Slightly off topic here, but I'm loving your work and even more so now that I saw you modelled Chaos Space Marines. Keep up the great work :) !

  • de_business (dev build)

    • Freaky_Banana
    • August 8, 2016 at 3:13 PM

    It looks to me as if the timings for A could be off, meaning Ts arrive too soon as for CTs to set up aproper defense. Otherwise I like the idea of an elevator ;).

  • [CS:GO] [DEV] de_company

    • Freaky_Banana
    • August 8, 2016 at 3:07 PM

    Hey, looking good so far :) !

    The only potential problems I can see in the pictures are that A might lack cover for defending CTs and that some areas of the map are too dark. Otherwise a really nice first entry :) !

    Cheers !

  • de_oakwood

    • Freaky_Banana
    • August 6, 2016 at 1:21 AM
    Quote from Freaky_Banana

    On 21.6.2016 at 9:05 PM, Freaky_Banana said: Therefore oakwood will probably be in a playtest later this week.

    Well ... I guess that didn't happen. But now we're back to show you the stuff we've been working on and to finally get that damned playtest done :D !

    The workshop isn't up to date, since we're experiencing problems with our cubemaps, but we'll fix that until the playtest in approximately three weeks. Please enjoy the pictures anyways :).


    Apart from the visuals we've also tweaked gameplay a bit, namely adding more cover into both bombsites, improving visibility in mid and making the door in B a squeaky. (The pictures below only show B where the small wagon offers a good position to hold from against a straight B rush coming out of the terrorists and can also be used in retake-situations to get up onto the server from window or generally the CT-side of B. This should help CTs to retake the site quicker than before)

    As always let us know what you think!

    Cheers !

  • de_oakwood

    • Freaky_Banana
    • June 21, 2016 at 8:05 PM

    OK so I seem to somehow have missed out on the fact that there are no playtests on tuesdays (anymore? I could've sworn there were :D !).

    Therefore oakwood will probably be in a playtest later this week. But we are going to use the extra time, and get rid of the very last bugs we can find!

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • June 21, 2016 at 12:20 AM

    Update time (and hell of a good one :D )!

    The rest of the pictures is found on Imgur:

    http://imgur.com/a/aXsVy

    Full credit for a lot of the textures to @Skybex!

    So as you can see, we started adding detail (especially textures). But before we really go to town on them, we wanted to finalise the layout and have therefore asked for a playtest spot for tomorrow evening (tuesday)!

    For anyone who wants to run around the map solo before, here's the workshop link:

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

    If we get it, Shibou and I are both superexcited to see you there ;) !

    Cheers!

  • Entities in hammer are bugged

    • Freaky_Banana
    • June 10, 2016 at 3:48 PM
    Quote from spence

    17 hours ago, spence said: It sounds like the .fgd file might be missing or isn't set in Hammer. In Hammer, go to Tools - Options, and look at the "Game Data Files" box. If it's empty, press the "Add" button to the right, then find and select the "csgo.fgd" file in the "Counter-Strike Global Offensive\bin" directory. Restart Hammer and open your map and your entities should be back :)

    Yup, that was the solution! Thanks :) !

  • Entities in hammer are bugged

    • Freaky_Banana
    • June 10, 2016 at 12:29 AM
    Quote from spence

    1 hour ago, spence said: It sounds like the .fgd file might be missing or isn't set in Hammer. In Hammer, go to Tools - Options, and look at the "Game Data Files" box. If it's empty, press the "Add" button to the right, then find and select the "csgo.fgd" file in the "Counter-Strike Global Offensive\bin" directory. Restart Hammer and open your map and your entities should be back :)

    Thanks, I'll try this as soon as I get back to my editor (probably tomorrow, although I am preparing for my final exam atm) :) !

  • Entities in hammer are bugged

    • Freaky_Banana
    • June 9, 2016 at 7:18 PM

    Hey guys,

    I have a problem with my hammer editor at the moment, which has brought my work on oakwood to a halt.

    In my hammer editor all the entities are replaced with a small black and purple rectangle. When I compile the map, the entities are not in it.

    I have created an entirely new map to check whether the entities worked, but they didn't. I validated my CSGO and my SDK files, but the situation didn't change at all. I am honestly at a total loss what to do right now.

    Does anyone have an idea ? I'd appreciate any help a lot :) !

    Cheers!

  • WIP de_bay

    • Freaky_Banana
    • June 6, 2016 at 10:19 PM
    Quote from jakuza

    23 minutes ago, jakuza said: Here is what I'm thinking to simplify A:

    http://# Reveal hidden contents


    Maybe not exactly that, but something similar.

    This way it looks like A will become a huge sniper-fest. there are very long sightlines into the Ts main chargeway into A and also from the back of the simplified tunnel to CT-spawn. One good awp will shut down the entire CT rotation path for retakes, leaving only one (also very narrow) entrance into the site for CTs.

    Imo you should keep some LoS-block inbetween CT and A.

  • [CS:GO] Incursion (formerly 'de_docks')

    • Freaky_Banana
    • June 6, 2016 at 8:10 AM

    For me it looks like mid was overpowered (but I have to admit I never even started up this map, so this is judging just by the overview ! ). As soon as Ts have broken through the initial mid defense, they can go onto any of thw two sites and control the rotation paths (which seem rather narrow btw). Its just that they will always be able to outnumber the CTs on the site they want to take after they took mid. At least that's what it looks like for me. I hope I made no wrong assumptions and that this helps :) !

    Cheers!

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