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  3. Psyrius

Posts by Psyrius

  • Black shimmering lines between func_detail brushes

    • Psyrius
    • September 7, 2015 at 10:49 AM

    What kind of sorcery is this? :sad:

    https://gyazo.com/edc66cd6bacac364aae7f861eebbd4e5

    From some angles, it looks ok...

    https://gyazo.com/83e17602ddb870c82ecd65af0bd3bcbd

    This is how the brushes are put together:

    https://gyazo.com/7af9a7f76c82ce4106fb2556d6575ee8

    I went ahead and placed the brushes abit differently:

    https://gyazo.com/72fcbdc5b998e0170ac55bf2679f7fa3

    Which fixed the problem, but now there's a black, shimmering line here instead:

    https://gyazo.com/148b1cebd738dd5eac1d5705ff8480c9

  • [WIP] DE_BOURG

    • Psyrius
    • September 5, 2015 at 9:31 AM

    I really like this map. And when I saw that smoke sign, I went from to . I don't think you need to remove the smoke sign. I don't think I would figure out by myself I could smoke there if it wasn't there. Sure it will be used by T's alot, but CT's will adapt. CT's can counter-smoke. It's easy to smoke mid window on mirage once you know how to do it. Nothing wrong with designing a easier smoke to learn yourself for those that don't really watch tutorials that much. I think alot of beginners will love this map. I think many pro's will like it too. And there will be a bunch that don't. But that's the case with every other map Some like it, some don't.

    My suggestion for further detail would be to add more stuff to make it look like a training area. I thought of the wooden T's and CT's... :) They could just be in a box or something so don't people don't confuse them for real enemies hehe :)

  • [CS:GO] de_deluxe [WIP]

    • Psyrius
    • September 2, 2015 at 6:12 PM

    Based on the feedback I got from the playtesting yesterday, I think I have to take a huge step backwards.

    • Delete treehouse/Improve the theme
    • Ladder up to A isn't good
    • Redesign mid, feels like 2 mids

    This feedback that I got was the things I was worried about myself before the playtest begun. Now I have to think of what to do. If anyone have any ideas, you're more than welcome to inspire me.

  • [CS:GO] de_deluxe [WIP]

    • Psyrius
    • August 31, 2015 at 6:21 AM
    Quote from Bodd Jonar

    I liked the look of the A site the second I saw it, looks promising.

    Thanks man! I'm abit worried what people are gonna think about the treehouse. I know for sure it could look better and the enterance could be fine tuned. But I hope people will like the idea :)

  • [CS:GO] de_deluxe [WIP]

    • Psyrius
    • August 30, 2015 at 10:45 PM

    Hello everyone!

    This is my first serious map I've ever done in my life. I have near to nonexistent experience of map making and I don't know any 3D software. But I will do my best to make it look almost as pro as the official maps some day. I'm pretty sure it will be hard to achieve and it will take a very long time, but it will be interesting to see if I can make it possible.

    The map began to form the 7th August 2015 with a sketch I made in paint after I had studied on how to balance a CS:GO map. Only the sketch took me 1 day before I got satisfied.

    After the sketch was done, I had to come up with a theme for the map. After several hours of headache and thinking I got an idea which I thought could work.

    The next problem began when I realized my theme was very hard to fit in with my layout. Hard to visualize. I really want the map to look believable, but at the same time give a nice gameplay experience.

    So up until now - which has taken alot of days of building and thinking for hours just staring at the screen, I've been able to make something that is nearly as my first sketch. But alot had to change to make it fit to the theme.


    http://steamcommunity.com/sharedfiles/fi…s/?id=509383627


    Now I just need to map to be playtested for layout and gameplay design. Many props are just temporary and not much effort has went into detailing yet.


    Screenshots:

    Quote

    [Blocked Image: http://i.imgur.com/V1Ip06G.jpg][Blocked Image: http://i.imgur.com/qUhkNGN.jpg][Blocked Image: http://i.imgur.com/6Re9nM4.jpg][Blocked Image: http://i.imgur.com/j6sdkF7.jpg][Blocked Image: http://i.imgur.com/eM4FweH.jpg]

    [Blocked Image: http://i.imgur.com/Xt50D4e.jpg][Blocked Image: http://i.imgur.com/ewVFEDX.jpg]

  • [CS:GO] Chernobyl Arena (WIP)

    • Psyrius
    • August 4, 2015 at 3:04 PM

    The map Baggage isn't a defuse map afaik. And as I've said before, I don't want to restrict by saying this map is only an "aim map". I think it can be used for both Aim, DM, AR and I'm thinking about including a bombspot in the middle, on top of the bridge.

  • [CS:GO] Chernobyl Arena (WIP)

    • Psyrius
    • August 4, 2015 at 2:07 PM
    Quote from jackophant
    1. There isn't really any layout to discuss for an aim map, which is why you need to settle on what you're doing.
    2. "Decent for being my first map" is very generic. You may be a seasoned expert with the UDK and are just making a switch compared to a novice who has never touched a mapping tool in their life. It's not realy possible to tell how well you've done on the screenshots you've provided, but the building does look fairly believable which is a good start
    3. I humbly accept your apology

    I believe there's room for discussion about the layout - even if it is "only" an aim map. Some people might think an aim map is too big/small. It may have unneccesary paths/rooms. It may favour a single type of weapon like shotguns or snipers too much. There might be stupid camping spots. But I'm not gonna force you to discuss the layout with me. But I'm hoping someone will ;)

    I'm not an expert in any sort of map making. I was messing around with UDK for a few months like 12 years ago and made some really ugly maps for a game called Tactical Ops. Square rooms and boxes everywhere. Really advanced stuff ;)

  • [CS:GO] Chernobyl Arena (WIP)

    • Psyrius
    • August 4, 2015 at 11:39 AM

    I was hoping to get some feedback about the layout. And if someone has new ideas - they're more than welcome. Or if someone think something should be added/removed.

    And maybe I was hoping to hear if it looks decent for being my first map. A little pat on the shoulder? lol, I don't know.

    I know you can have more than 1 image in a spoiler. Sorry for making you click alot


    My next few steps for the map will be:

      Broadening up the sewer area and try to make it look even better.Adding a door of each backroom behind each spawn on the upper level which leads out to a little walkway/balcony beside the vent which will allow you to jump onto the long vent that goes in the middle of the main room."Destroying" tiles and bricks, add dirt, grass and more nature into the scene to make it look more abandoned.

  • [CS:GO] Chernobyl Arena (WIP)

    • Psyrius
    • August 4, 2015 at 8:28 AM

    I'm sorry. It's mostly an aim map. But it works really well as a deathmatch map as well. And for the hell of it, I'm gonna add bomb sites if people wanna play an unbalanced map for that ;) I didn't add any screenshots or any description to the workshop page since I don't care about downloads at the moment. I just want some feedback from you guys at Mapcore :)

  • [CS:GO] Chernobyl Arena (WIP)

    • Psyrius
    • August 3, 2015 at 11:48 PM

    I'm sorry for the less creative name, but it's mostly a working name ;)

    In the future I might make something for competitive, but as some of you may know, this is my first map. So I'm still learning alot :)

    I'm still in the detailing process and I have some more thoughts about changing some of the layout - like broadening up the sewers to make it abit more interesting down there.

    I can recommend to play deathmatch on this map :) Any feedback is welcome.

    Quote

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

    Quote

    [Blocked Image: http://i.imgur.com/Z4LxFUI.jpg]


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=493521285

  • Making my first map - loads of questions

    • Psyrius
    • August 3, 2015 at 4:56 PM

    Alright. Thank you :)

  • Making my first map - loads of questions

    • Psyrius
    • August 3, 2015 at 1:58 PM

    Is it possible to have the CT's plant the bomb instead?

  • [CS:GO] de_mine *WIP*

    • Psyrius
    • August 3, 2015 at 9:05 AM

    I went in and took a look. I would recommend putting up some screenshots. But I took one for you: http://i.imgur.com/6fCFLaN.png

    Where is the bombsite?

  • Making my first map - loads of questions

    • Psyrius
    • August 1, 2015 at 11:58 PM

    Update: Layout almost done. Have a few more ideas. Texturing and detailing still a work in progress I'm gonna reduce the smoke in the sewers and try to make it look even better. I'm also gonna try to make it look like this warehouse is abandoned and that nature has taken over abit. We'll see what I come up with :)

    Quote

    [Blocked Image: http://i.imgur.com/omy5sPg.jpg][Blocked Image: http://i.imgur.com/epqepXa.jpg][Blocked Image: http://i.imgur.com/7sm4qel.jpg][Blocked Image: http://i.imgur.com/9SblSd6.jpg][Blocked Image: http://i.imgur.com/hDva6x5.jpg][Blocked Image: http://i.imgur.com/4pC5AFV.jpg]

  • Making my first map - loads of questions

    • Psyrius
    • August 1, 2015 at 4:57 PM

    When my map is getting ready to be released, how can I make it so that the players on the map spawn instantly at a random place? There's a map called "Aim Warm-up AK-47" made by "jaguar" And on that map you spawn instantly. Not like in a deathmatch in which you have to wait a few seconds. Or do you think people would prefer deathmatch?


    What else should be included in this aim/fun map? Is it possible to just make Desert Eagle available? Just an example. Don't think I want to restrict people to just one weapon, but I'm just wondering if those things are possible and how I should proceed including stuff like that.


    I'm also thinking about including 2 bombspots if people want to play casual/competitive on it for some reason. Is that possible? It's not balanced for that at all, but if it's possible, I'm thinking, why not?

  • Making my first map - loads of questions

    • Psyrius
    • July 31, 2015 at 7:59 PM
    Quote from Squad

    Can you show a picture of anything that didn't show right?

    I tried messing around with it again, but now I stepped into even more problems. I think I've managed to make it look really nice anyway though - without the moonlight - and with a fake skybox :P And, I guess if it looks good, it is good (optimization out of the picture).

  • [CS:GO] de_butterfly

    • Psyrius
    • July 31, 2015 at 7:47 AM

    Looks really cool so far :) But it looks like the terrorists have 5 ways to take A and B. Maybe abit too much? I'd set it to 3, absolutely max 4 :)

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 11:35 PM

    Sure, I'll try again tomorrow and will send you a picture I've been working mostly on the lighting today. The huts needs more work, the random props I'm using will surely change position/be removed... and the map still needs alot of detailing, but this is how far I've come today. More tomorrow

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

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 10:55 PM
    Quote from Squad

    Seems like you're doing something wrong then. Just put a light_environment entity inside your map (not inside the 3D skybox) and it will lit your map anywhere where you've put the toolsskybox material. You'll have to adjust the fog settings between 2D and 3D skybox to make it seamless though, but other than that it should work fine.

    If you're still experiencing problems, can you show how you set it up?

    I tried that before, but then the skybox texture wasn't affected by the fog somehow. Eventough fog was enabled in the sky camera with identical settings from the fog controller. Light_environment was inside my level :)

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 6:12 PM
    Quote from biXen

    Yeah not looking bad that. You'll probably want some more fill light, but the tone is definitely night like.

    Yeah, still needs alot more lights inside of the building :)


    Quote from Squad

    Add a light_environment for some subtle moon lighting maybe? The mood is getting there, but readability is suffering from it though.

    That's what I did before, but since my skybox is just a 3D skybox with a sky camera in a dark textured room with fog. My map will not get any light from any skybox.

    I really want that though! But since I've sat basically for 2 days now trying to get a nice night skybox with moonlight this is the solution I've come up with for now (I'm a beginner after all)

    Will try to lit up more inside of the building though :)

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