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  3. Harry Godden

Posts by Harry Godden

  • Counter-Strike: Global Offensive

    • Harry Godden
    • December 10, 2015 at 1:50 PM
    Quote from laminutederire

    weapon is a bit overpowered and ridiculous, but it isn't unbeatable though, it is so slow that you can be headshot with an AK or whatever and be dead before even having the time to shoot. What's ridiculous though is the damage you take from it. Personnally I'd recommend to make it a one hit headshot to armored and helmet, like the deagle. I'd it was up to me I'd make it basically as deadly as a deagle but with a really different shooting style, basically the same as the CZ against the tec9 or 5-7. Personnally I won't use that gun, ever.

    would have just been nice if it was a deagle skin, like an alt skin you could use

  • Counter-Strike: Global Offensive

    • Harry Godden
    • December 1, 2015 at 1:36 PM

    Someone made a snow version before right? :/

  • Favorite map in any game

    • Harry Godden
    • November 17, 2015 at 8:32 PM

    Castle from CoD WAW, I never found as much satisfaction in a map as I did with this one! :D

    [Blocked Image: http://old.gamegrin.com/game-gallery/albums/images/games/c/Call-of-Duty/Call-of-Duty_5-World_at_War/standard_shot0000.jpg?url=/game-gallery/albums/images/games/c/Call-of-Duty/Call-of-Duty_5-World_at_War/standard_shot0000.jpg]

  • [HELP]CS:GO Displacement is rendering infront of transparent trees

    • Harry Godden
    • November 17, 2015 at 8:10 PM

    Hey, I believe the issue causing this error is the fog dome that intersects with the trees, I am assuming the tree layers are using the $translucent tag in the VMT, which can create some artifacts when intersecting other / same materials with the same $translucent tag. Here is an graphic from valves docs, illustrating the problems that can happen with it:

    [Blocked Image: https://developer.valvesoftware.com/w/images/3/3a/Translucent2p.png]

    To me, it doesn't look like the displacement mountains are being drawn over the trees, just the skydome model being buggy with the translucency in the trees.

    Just try and remove that fog skydome model thing, and test again.

  • [CS:GO] de_section (WIP)

    • Harry Godden
    • November 17, 2015 at 3:35 PM
    Quote from laminutederire

    they are plug-ins

    here

    Yeah these are developed by independant orginisations, users just write the docs as it is source related. As far as im concerned valve only really support 3dsmax.

  • [HELP] Compile Error

    • Harry Godden
    • November 16, 2015 at 10:05 PM

    Ok, if the suggested above does not work then try compiling the map with VIS set to fast:

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

    Go Map > Load Portal File after that is done compiling and see where the blue lines cluster up together, this is probably where there is too complicated brushes which have not been sorted into func_details.

    Source is not good with large outdoor areas, so maybe it would be best to do some manual optimization on the map itself, instead of it all being calculated in VIS.

  • de_shortnuke [Update]

    • Harry Godden
    • November 16, 2015 at 9:50 PM

    Hey! Im not one good with explaining so I can link you some other posts that might be able to help you.

    • Place Names (callouts): https://developer.valvesoftware.com/wiki/Navigatio…ing_place_names this step is kind of fiddly, the doc isn't the most well presented but it serves its purpose.
    • Radar: https://www.youtube.com/watch?v=96iHLqNvFB4 Simple and easy to get it working.
    • Area Portals: https://www.youtube.com/watch?v=uOOJkk8-OUw This video explains how they work and where you should use them.

    The radar image will need to be packed into the .bsp file in order for players downloading the map to see it.

  • Delta Delta

    • Harry Godden
    • November 15, 2015 at 8:33 AM

    Had a run around it this morning, as for A, it feels a lot more developed :D and I can see it playing very well. The screenshot defied me as it looked like the old Site with the loop was still stuck onto the back of it. I cant spot anything wrong with the layout choices, other than the entrances to both sites are sort of similar (1 path to a split), which is not necessarily a bad thing but we will see what the play test returns!

    So your going with a mirage type setting now?

  • [WIP] de_coast

    • Harry Godden
    • November 15, 2015 at 7:53 AM
    Quote from Smileytopin

    Yeah, what I do is make the priority spawns have a spawn priority of 1, and the extra spawns a priority of 2. Sometimes I'll have a few with priority 3 that are only used when there's more then 10 players on a team.

    Hehe I just put -100 for the important ones

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • November 14, 2015 at 10:38 PM

    [Blocked Image: http://i.imgur.com/4CExBg9.jpg]

    Sorry if this is spammy' but I wanted to share something small I made for the B-apps entry for Terrorists, I want to get the in-game result as close as I can to the real thing, so I have made a few tree backdrops and started blocking out the interiors of buildings, as I think this is something I'm going to find a challenge (I've got no references)

    Thanks for reading! :D

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • November 13, 2015 at 11:11 PM
    Quote from LizardPL

    Please fix the clipping on A bombsite :)

    Done, the clip brush was moved over from where I was re positioning the bombsites :D

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • November 13, 2015 at 8:44 PM

    Hey everyone, I know I haven't been posting much in this thread, so I feel now is a good time to share what I have been doing to the map and where I plan on going with it! Some areas of the map I have began to block in the basic detail, only areas of which I'm certain will not need change, and helps me visualize the atmosphere around the map when designing it. The layout is nearing completion anyway ^^.

    Ok lets start with the overview, from the last image on here a lot has changed, A site was revamped, and I think has been better accepted than the previous version which was a mess. It still needed a few tweaks and a more clear focus other than a small site as found from the playtest. The timings seemed to work fine, CT's used to be able to push right down middle and through connectors which is now pointless for both sites, as either you end up in the same place, or get there way too late. Or both!

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

    Some people mentioned the need of a default plant zone in the last playtest, which I have added. This may be over powered for holding the bomb from long, i'm not sure yet. The tree boost is also now fixed, as well as the squeaky door leading from snipers nest.

    [Blocked Image: http://i.imgur.com/53wP3P7.jpg]

    And since I have not posted B here either, here is a picture of it:

    [Blocked Image: http://i.imgur.com/MX6Sr6t.jpg]

    Quote

    Random things

    Connector onto A is, well, more wiggly? Trying to combat the sight-line from T into the connector.

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

    As you can see it fixed it, just the wall on the right will extend a bit further too

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

    And these stairs are less to climb, was an awkward angle to play through

    [Blocked Image: http://i.imgur.com/cSAZL12.jpg]

    Display More

    Once again, thanks everyone who has gotten involved in this project, it has helped me so much.

    -Teroust

  • Delta Delta

    • Harry Godden
    • November 8, 2015 at 9:31 PM

    A is looking better ^^, although kindof looks like two bombsites stuck next to each over. Not sure, cant really see from the screenshot, need to see an overview.

    If its final design is going to be a docks setting then im not sure if having a sandy environment light, i would picture a cool mild blue or white, afterall, it is next to the sea :P

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • October 7, 2015 at 9:48 AM
    Quote from JustFredrik

    Really nice layout Teroust! A thing that I found annoying was the plank over the water from B short to mid. It was a bit too small in my opinion got stuck and was a bit scary to jump on to.

    But you can keep it how ever you want, I just think it should be widened a little bit to make it easier to walk on

    I think mark c brought this up too, CT's can use it as a head glitch also, which is very hard to counter. I probably will replace it with a staircase that arcs a little bit that connects up to middle.

    Thanks :) -Teroust

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • October 6, 2015 at 9:58 PM
    Quote from Andre Valera

    Reddish/Pink Edit: Removing extra unused space/ removing wide peek areas.

    Orange Edit: Removing the long hall into A, moving the connector from Mid to A closer to Spawn so that T's will have a slower rotation into B and CT's will have a slower rotation into A

    Blue Edit: Just an idea, but I think The stairs that lead to a sort of catwalk overlooking A is a good concept, though I think maybe emphasizing on that concept and working the catwalk into A could be interesting, though I like how 1 smoke covers all major areas so T's are usually somehow slowed down

    Mid, if you drag the hallways at A over towards mid I would try narrowing mid down, it seems very open but a narrow mid would give less room for people to strafe and might balance the gameplay between pistols and rifles

    Overall Map is a lot of fun, and B site is awesome. Everything else is good and with some fine tuning this is a promising map.

    Display More

    Definately there is an incentive from most who played today to remove the appartments hallway thing, so that is going to be removed.

    I like your suggestion of extending the catwalk into A, which would also mean developing the back right of the bombsite to give Ct's a better angle to hold off T's entering from catwalk.

    Thanks for your feedback :D -Teroust

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • September 14, 2015 at 6:52 AM

    [Blocked Image: http://i.imgur.com/PON1kTX.jpg]

    Updated to add a connector into B, CT Spawn now has better path to delay snipers. Also T spawn is pushed back even further than this overview. (2 / 3 secs worth?)

  • de_nausea

    • Harry Godden
    • August 28, 2015 at 7:24 AM

    Its a special roller coaster ;)

    I'll try fix the turns

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • August 27, 2015 at 9:46 PM
    Quote from Bodd Jonar

    There is no workshop link or am I blind? Have this been playtested? if not, do it. Would like to see how it plays, I really don't like when maps have two entrances to a bombsite that you don't have to fight for. What I mean by this is that B site on Dust2 only has one way in, but if you fight and take middle, you will get two, same on cache B site and so on (A site has two entrances yes )


    Your B site maybe should connect to mid in some way for this purpose, maybe that would make mid really important for both CT and T, It should also help on balancing retakes. But it would require a playtest to answer those questions.


    Edit: or maybe you thought of it like this? To get two entrances into B the T's would have to take the long way and wrap around it? Something like smoking Arch on inferno and wrap around A https://gyazo.com/de996822a20e4ce822f53c3dbb059d77

    Its had a small playtest to see timings etc. but nothing on the scale of 5v5 yet. After a few more changes, and a temporary clipping pass I might submit it to a mapcore playtest, do demo analysis on it for heat maps and stuff like that.

    I Feel like making the B entrance (the two splits) into one area, therefore one way of entry into B, shuffling the snipers nest south so that its closer to the middle of the site, so its like speedway from cache. Hopefully this opens B as a different form of strategy rather than the two almost identical ways of taking site.

    Thanks Bodd Jonar

    -Teroust :D

  • [CS:GO] (W.I.P) de_arpegio

    • Harry Godden
    • August 27, 2015 at 8:08 PM

    Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community.

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=508356644

    It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet.

    Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots:

    I will start with the level overview, which should provide a pretty good view of how the map plays.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/radar_basic.jpg]

    Now here is the timings, each separated into a spoiler.

    T ROUTES

    Quote

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rout_t.jpg]

    CT ROUTES

    Quote

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rout_ct.jpg]

    ROTATE TIMINGS

    Quote

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rotates.jpg]

    And now for some screenshots located around the level.

    Quote

    This screenshot is near CT spawn, at snipers nest. It is also the secondary connection to bombsite B, making mid control important for CT's

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00007.jpg]

    T Entrance to bombsite A, on the left there is a drop zone. It serves as a way to descend into the basement area without being spotted quickly like the curved stairs on the right. The area is quite exposed for CT's rushing it, forcing them to favor a rush into apartments, right of the basement.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00010.jpg]

    T's entrance to B, meant to be like infernos banana, furthest away from the screenshot is the entrance to the courtyard before the church grounds. Over the edges of the low walls is water, which drowns you.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00012.jpg]

    Ok, this is middle, but from a far older screenshot. This should show you how middle and A connect up, its a one way trip from mid, down to A, which again, makes it a must for one CT to be watching middle. It is possible to boost back out onto mid, and the jump from mid to platform is very simple in the latest version, you can walk of the edge with a USP and land on the platform. Also, on the middle bridge, there is a ramp up to the wall which will most likely be themed as debris in the final version.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-17_00009.jpg]

    Display More

    And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others).

    Quote

    Some building, in the middle of the map, where the richest properties are slowly making making its way into the lower tier buildings.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-25_00001.jpg]

    The church, only blocked out in very simple brushwork.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00003.jpg]

    Here is the reference images, some random buildings I picked from my folder.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080718%20(Medium).JPG]

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080719%20(Medium).JPG]

    As I was saying, the lower tier, more run down area.

    [Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080768%20(Medium).JPG]

    Display More

    That's all I have for now, thanks to anyone who leaves feedback on this thread! Thank you Jackophant for your feedback and advice prior to this thread release!

    Have a nice day -Teroust

  • de_nausea

    • Harry Godden
    • August 21, 2015 at 10:53 PM
    Quote from UnknownPredator

    Some of the textures are low res, such as the map for the map or "park". The roller coaster itself isn't realistic because its tilted throughout the entire thing, even on the loop. The map doesn't feel like an amusement park at its current stage because the lack of any buildings that make up a park, but I assume that you will detail and fix this later on. I have no comments on the layout because I haven't got to play any serious rounds on it. Also rollercoaster goes through a tree lol

    As noted by others, most areas currently feel bland and generic. I am getting a lot done to combat this. Thanks for your feedback :D

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