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  3. LapnLook

Posts by LapnLook

  • [WIP] de_alps

    • LapnLook
    • September 9, 2015 at 6:34 AM
    Quote from gav

    I like what i see . I think its great you have put in such effort.

    Thanks! I'm trying to work on the final release, but sadly I don't have much time, and one of my computers has just broke :(

  • [WIP] de_alps

    • LapnLook
    • August 31, 2015 at 3:25 PM

    Okay, I just released the final submission version, however the map WILL recieve a major update (and a final release) with bugfixes and a visual overhaul, at around the end of September.

    Because this update was pretty rushed (deadlie + technical difficulties) there are most likely a million fricking bugs and glitches in here, so if you find ANYTHING, please report it to me ASAP to get it fixed. (I know I shouldn't have said this but I care more about perfecting the map then winning, so I'll just make it clear that there was no time for polishing this one)

  • [WIP] de_alps

    • LapnLook
    • August 28, 2015 at 9:46 PM
    Quote from jakuza

    I'm out on a limb here, but if you've got any physics props dropping onto power 4 displacements when the map loads, that might cause a crash that wouldn't show up on compile.

    DUDE YOU JUST F*CKING SAVED ME!!!!!! THAT WAS THE PROBLEM THAT CAUSED THE CRASHING IT SEEMS! OMG!!!

    Now I'll go ahead and detail the map as much as I can. :D

  • [WIP] de_alps

    • LapnLook
    • August 28, 2015 at 7:53 PM
    Quote from jakuza

    It'd be a huge shame to give up so close to the finish line.

    I know, I will try to make it work, but even if I manage, it won't be a finished map (at least not detailing- and polish-wise), since I won't be near my computer from tomorrow afternoon until next weekend...

  • [WIP] de_alps

    • LapnLook
    • August 28, 2015 at 6:33 PM

    So recently the map started to crash at random times... now it's gotten so bad that I can't even launch the map after compiling... the compile log doesn't give any errors according to the interlopers.net error checker and I can't find what causes all this (well it seems like the displacements MAY have something to do with it, but I can't pinpoint the source) I'll keep trying but I will most likely miss the deadline :( damn...

    I WILL howewer try to finish this goddamn map in the coming months, but it seems hopeless :(

  • [WIP] de_alps

    • LapnLook
    • July 31, 2015 at 1:29 PM

    UPDATE RELEASED!

    imgur album of the new versionhttp://imgur.com/a/KaUBN

    workshop link http://steamcommunity.com/sharedfiles/fi…s/?id=459909643

    Changelog:
    -Widened middle
    -Changed mid ramp to two-way boost
    -Made the B-house window larger
    -Changed the B site layout
    -Reduced height differences at A site and the ramp area.
    -Removed cliff from a connector path and instead added a terrace to block a long-range line of sight and provide additional cover
    -Added a tree at ramp for cover reasons
    -Made the little wodden-thingy at ramp seem like a more intentional "pixelwalk"
    -Changed cover at long A

  • [WIP] de_alps

    • LapnLook
    • July 30, 2015 at 5:34 PM

    here's the plan: I finalize some changes, then compile the map tonight, release the update tomorrow, and submit it for playtesting. I won't be able to work on the map for a week and I want to be here for the playtest so there will be a week break. I hope you guys will like this slightly changed layout, cause after the playtest I will have to start hard-optimizing and beautifying the map if I want to make it til the deadline.

  • [WIP] de_alps

    • LapnLook
    • July 26, 2015 at 11:04 AM

    some screenshots of what I've been working on:

    trying to change A site for the better, this was probably the least liked part of the map

    changed the rock texture for better visibility

    widened mid

    made the mid-ramp a two way boost (well, technically CTs can strafe jump up there but that's loud and risky)

    removed cliff and made this place a ramp, and also added this terrace thingy to block out a long-range line of sight that was a bit OP and to add some cover to this long rotate route.




  • [WIP] de_alps

    • LapnLook
    • July 25, 2015 at 3:23 PM
    Quote from Vaya

    Great to hear. I was worried you had been totally turned off mapping after the last playtest :)

    well, I actually almost were, but after working on some other things (album art, website design, etc.) I got my motivation back. :D

  • [WIP] de_alps

    • LapnLook
    • July 25, 2015 at 2:59 PM

    I'm still here guys, sorry I haven't been active here for a while, I wasn't home for some time (and I also had problems with Hammer but that seems to be sorted out).

    Aaaaanyways, I'm working on an update that tries to cut down the verticality and change the layout a bit based on the playtesting feedback. it won't help with the "dull rainbow sickness" problem for now, but expect it to be released in the next week or so (at least I hope)

  • [WIP] de_alps

    • LapnLook
    • June 26, 2015 at 12:46 PM

    sooo... umm... I checked the playtest reactions and feedback had been REALLY negative... so... I guess when I'll get the demo and watch it (when I'm near my computer) I'll see what I can do :(

  • [WIP] de_alps

    • LapnLook
    • June 18, 2015 at 11:17 AM
    Quote from text_fish

    Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.

    and what about the jump/ledge at around 11:25? is that the same thing?

  • [WIP] de_alps

    • LapnLook
    • June 18, 2015 at 10:24 AM

    A channel called Die Adleraugen did a video of my map, and I talk in it at the end. And I just realized that I hate my voice and even I don't undestand what I'm saying... Anyway, if you're interested, here it is: https://www.youtube.com/watch?v=tbvPCyY3OfU

  • MapCore CS:GO Playtesting 4.0

    • LapnLook
    • June 13, 2015 at 8:02 PM

    Oookay here is the new bsp. minimap should work, fixed the bombsite names, and it's now called de_alps_v1.bsp : https://drive.google.com/file/d/0B1foqb…iew?usp=sharing

  • MapCore CS:GO Playtesting 4.0

    • LapnLook
    • June 13, 2015 at 4:47 PM
    Quote

    A recompile is recommended.

    A suffix is needed, because if you want to playtest your map again and submit the map with the same file name people will get conflicting map files when trying to join the server.

    Okay thanks will fix it in a few hours (compile takes a while)

  • MapCore CS:GO Playtesting 4.0

    • LapnLook
    • June 12, 2015 at 8:45 PM

    I had a typo, the file is called de_alps instead of de:alps

    Also, if I simply add a suffix to the end of the filename is that going to work, or do I need to recompile? And why is this required?

  • [WIP] de_alps

    • LapnLook
    • June 12, 2015 at 8:29 PM

    oh, and also, a walkthrough video for your convenience https://www.youtube.com/watch?v=Bh6gLpvw1ys

  • [WIP] de_alps

    • LapnLook
    • June 12, 2015 at 8:26 PM

    BETA RELEASED: http://steamcommunity.com/sharedfiles/fi…s/?id=459909643
    Album with new images: http://imgur.com/a/cVWw2

    Aaaaaand the map now has a logo :D

    I'm gonna submit it to playtesting right about... now.

  • cs_shichang

    • LapnLook
    • June 11, 2015 at 7:04 AM

    Looks a bit complicated judjing from the overview, but maybe it is a lot simpler in game. Also, dat car :D

  • [WIP] de_tibet

    • LapnLook
    • June 10, 2015 at 10:37 AM
    Quote from jackophant

    Also, aside from the odd texture you've used, I fail to see how this resembles Tibet? (Tibet / Gothic Revival / Warehouse / Factory?)

    The outside combined with the industrial inside kinda reminds me of de_sparity, mybe he's going for something like that

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