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  3. Quotingmc

Posts by Quotingmc

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 30, 2015 at 12:57 PM

    Start of a demolition/arms race map. Credit to Yanzl, RZL and Puddy for textures and models.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725751149/FE707430B516860A2A4EEE198890CCF881007416/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725750819/E621E1A4AD12B3C5C389B7C7E5381E650047BBBA/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725750184/BF9A6E28B6458E846D7293ECA36C80CB94435E95/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183725747874/41558162143F3E5FAD1F1306A12C8EA33A481813/]

  • [WIP] de_monaco

    • Quotingmc
    • November 30, 2015 at 10:16 AM
    Quote from VIOLATION

    Worked out a rough layout just with some bot playtesting over the past few days. Hoping to get a lot more on that done and get it tested it out on the server at some point.

    [Blocked Image: http://i.imgur.com/xHmGIz2.png]

    Do you have any circuit in it currently? I would love to see at least a little, maybe a spawn could be a section.

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 27, 2015 at 4:41 PM
    Quote from Tensei

    These logs, it's a custom asset or default one? Like the area though.

    The logs are ported from L4D2, as far as I know this shouldn't be an issue due to valve obviously already owning the models in part with turtle rock I believe.

  • [Help] point_devshot_camera not working

    • Quotingmc
    • November 27, 2015 at 6:54 AM
    Quote from Skybex

    Into what box? is it the simple compile or expert compile dialog box you are using? When I was doing the dev shots I compiled the map as normal, then had a new compile set that just runs the game with -makedevshots.

    I will try this

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 26, 2015 at 8:54 PM

    Some work on sawmill. After a lack of feedback and comments on my thread I decided to start detailing to draw some interest. Hopefully will get some more people commenting.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183709340003/EB880FFB40624D4F07BB8E57C71D5C0673D1A3B6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183709337924/D7ECD49F806C0369199F3226212049A28CC7FB58/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398929183709341107/DDDE2DB0C88D0F2D61875F9BEE0FF982630F5AF6/]

  • [Help] point_devshot_camera not working

    • Quotingmc
    • November 26, 2015 at 4:43 PM
    Quote from Skybex

    Hey, need a bit more info. When you compile does the map load and cycle through all the different camera positions? Have you gave all the cameras unique names? Are you using the compile settings the tutorial gives you?

    When I compile I get nothing different to usual, all 8 ish cameras have unique names and I added -makedevshots to the box in the compile.

  • [Help] point_devshot_camera not working

    • Quotingmc
    • November 25, 2015 at 7:35 PM
    Quote from jackophant

    Help Mr @Skybex!

    You are our only hope!

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 25, 2015 at 6:58 AM
    Quote from FMPONE

    remember that on the bottom-most option of props you have an RGB shift where you could tint things yellow

    Talking about that just above :p

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 24, 2015 at 7:40 PM
    Quote from Tensei

    Anyways. I didn't know where to put this, but i wanted to share it.

    The small list of valve provided models, which are tintable: might help people with composition.

    models/cs_italy/italy_window_bars.mdl (doesn't tint perfectly, but looks cool with red color)

    models/destruction_tanker/destruction_tanker_cab.mdl

    models/props/de_train/hr_t/barrel_a/barrel_a.mdl

    models/props/de_train/hr_t/metal_door_g/metal_door_g.mdl

    models/props_c17/furnitureboiler001a.mdl

    models/props_c17/oildrum_static.mdl

    models/props_downtown/metal_door_112.mdl

    models/props_equipment/metal_ladder002_new.mdl

    models/props/de_vertigo/barrel_group_tintable_01.mdl

    models/props/de_vertigo/barrel_single_tintable_01.mdl

    models/props/de_vertigo/tool_lockbox_closed.mdl

    models/props/de_vertigo/tool_lockbox_open.mdl


    I hope it helps. Maybe there are more tintable propmodels, which i didn't notice.

    Display More

    most vehicles are tint-able.

  • [Help] point_devshot_camera not working

    • Quotingmc
    • November 24, 2015 at 6:10 PM

    I followed the tutorial on the wiki page but no folder was made or screenshots taken. I have tried before with similar results. Is this a general issue for cs:go or just me. I know skybex used them on cs_cruise.

    Page from wiki: https://developer.valvesoftware.com/wiki/Point_devshot_camera

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 24, 2015 at 4:40 PM
    Quote from swst.turn

    :D

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

    I recognise this it. Not how I imagined T mid but awesome none the less

  • de_sawmill

    • Quotingmc
    • November 23, 2015 at 6:04 PM
    Quote from Freaky_Banana

    I have a suggestion here. Maybe you want to make the T Spawn a place with connection to a river, on which logs are brought to the facility. Just add in a rather big building with a crane or something. Alternatively I brought you this picture:

    [Blocked Image: http://www.aslemetals.fi/media/yleiskuva_aluksista.jpg]

    As if you read my mind. I was talking to Psyrius about how I was going to have a dock to the right of T spawn with logs floating down.

    I want the map to have a sense of progression with T being the logs coming in, B being cut and CT being shipped onto trains as planks. A would be a storage yard.

  • WIP in WIP, post your level screenshots!

    • Quotingmc
    • November 23, 2015 at 4:55 PM
    Quote from [N]awbie

    :v

    I am liking the irregular geometry already and custom sign

  • Some staff organisation changes

    • Quotingmc
    • November 23, 2015 at 4:48 PM

    In the contact methods section of member profiles can one of the slots be for steam username/link . maybe I am just out of the loop but I haven't even heard of a few of them and I don't think many people use Yahoo or MSN:


  • de_sawmill

    • Quotingmc
    • November 23, 2015 at 4:43 PM
    Quote from Logic

    I still think the main issue is still apparent: the size of the map.

    You can still hear the bomb go down from the other site. I like the layout a lot and think it would play really well, but everything feels a bit too small atm. Making new connectors is fine for now, but I still think you have to redesign them once you make the map bigger.

    Take the Mid-to-A connector for example. It's very U-shaped and while that increases the time it takes to go from mid to A, it feels a bit forced. I have a suggestion, but there are multiple ways of solving the issue at hand. Figure something out that works well

    Paint FTW!

    I have had people say similar things, the real problem is how. Meeting points are already at 13-14 secs and extending the map would require lengthening already long and boring corridors. I will look into it but I am currently not sure if such a change is viable but if it is needed to save the map, it is a step I may have to take.

    Thanks for reading the update and giving some feedback.

  • de_sawmill

    • Quotingmc
    • November 22, 2015 at 9:35 PM

    A lot has been changed! Workshop is up to date (may be black textures and out of date radar as I am lazy and run test updates on it regularly) , feedback is very much needed and appreciated!

    Link: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940

    New mid to A connector (rotation times from 9 to 13 seconds):

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636916011/FB18A4D94AA2C4172B7640299F879BE6C22BCE33/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636916390/BAD17D04D6161D353E4051E2F31D3A00472E0C59/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636918238/6800297F6DE8B630522217DFFA5A57BD92DA36FA/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636918576/9BAEF5B8A8824C5258142880449D52257CEF7CC0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636919010/6C6C415B6BE4BDDC9677F7C7B1856D83D8E8C8CE/]

    New CT Spawn entrance to A and Mid plus the return of the excavator:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636922072/8BAA9784455F56986B89B9BE5BEE72B30642AE9B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636922384/BB512FD9DB2C94CF2726EFB30BCE312D4081320A/]

    New fancy T spawn (Very work in progress):

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636921452/B1AC8D3B3208AF0B87FA0064D5B4E889916E24B7/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636921757/FDD7EA74ED917C1DD24CEB2A7EE3D1843F602266/]

    New back path to squeaky to allow T's a safe route of crossing the T side of A:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636919905/586F96DD6E518F555DC905F86EF6B330BC20DF01/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/398928573636920412/6026A774D8CA3A1833EDEB18BBFC296CC454898E/]

  • Favorite map in any game

    • Quotingmc
    • November 19, 2015 at 6:48 PM

    Lots of people are saying avalanche but me being a newer gamer had never heard of it. What makes it so much fun/ good to play? :D

  • cs_darkwalls WIP

    • Quotingmc
    • November 19, 2015 at 12:57 PM
    Quote from slavikov4

    Hidden Content

    Liking the L4D shop names :)

  • de_shoreline [WIP] looking for layout feedback

    • Quotingmc
    • November 18, 2015 at 9:54 PM
    Quote from Panda

    I'm sure they will.....Should we just talk on skype??? JK

    More fun to pretend we don't know each other XD

    Lets stick to the map before a wild mod appears.

  • de_shoreline [WIP] looking for layout feedback

    • Quotingmc
    • November 18, 2015 at 9:51 PM

    Still a fairly rough map from what I have played so far but I think it could work out well in the long run once changed a lot based on playtesting. I am sure the details will be stunning ;)

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