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  3. Fjoggs

Posts by Fjoggs

  • [WIP] de_flashbeng

    • Fjoggs
    • July 27, 2015 at 1:20 PM
    Quote from Guadalupe

    Pretty sure this is attributed to users putting a map on their server or hosting it, and people downloading the workshop version from there. People don't have to add a view to your workshop submission in order for it to count as a workshop download.

    Ah ok. :) The numbers jumped so high in such a short time so it looked suspicious. :P


    Sombrewynot: Hopefully I'll have some early screenshots of my theme this week!

  • [WIP] de_flashbeng

    • Fjoggs
    • July 27, 2015 at 12:47 AM

    Name will change in the end, once beta hits. :)

    I have a rather odd question regarding the Steam Workshop. I hadn't really checked the numbers in a while, but last time I looked at the viewer and sub stats it was around 36 each. Now I have 531 unique viewers, and 1067 subscribers? How does that even work? Am I being botted or something? :P (more subs than viewers)

  • [WIP] de_flashbeng

    • Fjoggs
    • July 21, 2015 at 2:53 PM

    New version is out on the workshop. A lot of significant changes have happened, including a completely new B site, and a reworking of the MID area. Added a new route to A for T's through MID.


    The map feels a lot better now. Currently on a CS:GO LAN with around 7-10 people that allows us to playtest it with real people, something that have helped development a lot.

  • [WIP] De_Opera

    • Fjoggs
    • July 15, 2015 at 12:59 PM

    Like the screenshots. :) Some of the textures shown however look rather, uh, plastic? Not sure how to describe it. The white stone bricks in picture 4 and 5 especially, and the brick floor texture in picture 3.

    That radar is the best radar I think I've seen. So easy to look at. My own radar have a lot of work when I see that beauty. :D

    Keep up the good work. :)

  • [WIP] de_flashbeng

    • Fjoggs
    • July 15, 2015 at 12:52 PM

    Mid is basically what you see in the third screenshot, very close to the CT spawn. I've already begun work on a new version of bombsite B that will hopefully work better than the current iteration. Victorian sounds pretty interesting actually. I'll check out some screenshots of Bloodborne as I haven't played it before. Thank you for the feedback! :)

  • [WIP] de_flashbeng

    • Fjoggs
    • July 14, 2015 at 3:11 PM

    Nothing is final yet (even though I said I had no plans on changing it, but plans can change!), so I'll keep the name in mind. I already have a general theme of how the map will look in the end that can influence an eventual namechange. :) I'm just happy to see some discussions going!

    Looking forward to de_bictory, sounds awesome. ;)


    Regarding the layout: Thanks for the feedback Gunio and jackophant! I've tested the timings on both sites and CT's arrive quite a bit earlier on A, slightly less so on B. Looking at the overview I can definitely see how it looks closer for T. Bombsite B is as mentioned my biggest concern right now, and I want to change it around a bit. I have a LAN coming up with some friends, where we will get some playtesting done on it, so hopefully that can produce some good results. :)

    Regarding overview: Are there any tricks ingame that I can use to more easily show internal paths, or is this usually done afterwards in an image editor? Maybe hiding the roofs and ceilings in the editor, then compile a new version and take a similar screenshot could work.


    Thanks for all the feedback so far! :)

  • [WIP] de_flashbeng

    • Fjoggs
    • July 14, 2015 at 1:33 PM

    El_exodus: No I wouldn't, as that wouldn't make any sense to me. :) The mapname is derived from the CTs on Cache who say flashbeng instead of flashbang when they throw one.

    For me, a map name is designed to create attention and to stand out from the crowd. I see a lot of names around here that feels generic, and are easily forgotten. I've actually gotten a lot of positive feedback on the name, more so than negative, and I have no plans on changing it.

  • [WIP] de_flashbeng

    • Fjoggs
    • July 14, 2015 at 1:02 PM

    I've noticed you're not a fan of a lot of names around here. The pillar on A is simply a LOS blocker. I haven't really spent any time on detailing outside of getting familiar with the editor. The B bombsite is currently the biggest questionmark of the map, and I'll probably end up redoing it. Any ideas would be helpful. :)

  • [WIP] de_flashbeng

    • Fjoggs
    • July 14, 2015 at 1:57 AM

    Due to IRL commitments I haven't been able to work as much on my map as I've wanted to, but I finally have an update to my layout. During playtesting the scale was found to a bit on the low side, and a lot of the areas have been restructured to reflect this. Bombsite A has changed a lot, as have the entries for Ts for both sites.

    Workshop link have been updated.


  • [CS:GO] Hammer - Enclosed map suddenly started to leak

    • Fjoggs
    • July 11, 2015 at 6:21 PM

    Oh wow, that trick works for Hammer too huh? :D GtkRadiant used to randomly break maps as well, and a copy paste would solve it. Thanks a lot!

    Regarding func_detail: This is just how make my maps. I always leave optimization until the end. That's just what I'm used to after 15 years of mapping. :P I just use -fast when compiling vis as the map is so simple it'll give max fps anyway.

    Thanks again, really saved me a lot of tinkering. :)

  • [CS:GO] Hammer - Enclosed map suddenly started to leak

    • Fjoggs
    • July 11, 2015 at 5:22 PM

    Hi, I've been struggling to fix a leak in my map that basically started occuring out of nowhere after I rescaled some parts of my map.

    Relevant error log from the compiler :

    Quote

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal
    near (-112.0 976.0 -144.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has C
    ONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENT
    S_SOLID
    Candidate brush IDs: Brush 68160:

    Display More

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal
    near (-112.0 976.0 -144.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has C
    ONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENT
    S_SOLID
    Candidate brush IDs: Brush 68160:

    I've been looking at various sources online, https://developer.valvesoftware.com/wiki/Leak being one of them, and it looks like I'm having some troubles with my areaportals. My map currently contains no textures with areaportals, so it's all handled by the compiler.

    None of the links I've found have provided a solution to this problem, and I'm a bit stumped really. Loading the pointfile just shows a redline from an entity that goes through my solid skybox.

    I've included the .vmf for anyone interested.

    de_flashbeng.vmf

  • [CS:GO] de_flashbeng

    • Fjoggs
    • June 4, 2015 at 6:52 PM
    Quote from Baggle

    Quite the setting i like a more comical setting to a boring serious one , with name like that you should make sure there are lots of windows and angled surface to bounce interesting pop-flashes off.

    Thanks! I agree. :D Most of the houses contain angled roofs that's been designed to allow players to bounce grenades off. There's also some parts where the floor has been raised or lowered to allow players to throw grenades on them. :)

    I've playtested the map a lot by checking where I can smoke key areas of the map, using the limited details currently in there. I love a good smoke. :D

  • [CS:GO] de_flashbeng

    • Fjoggs
    • June 3, 2015 at 5:37 PM

    Yeah, the brushwork that's there now is just to test the layout of the map itself. Not sure how most CS:GO mappers do it, but it's just what I'm used to from the Quake scene. :) Thanks for the comment!

  • [CS:GO] de_flashbeng

    • Fjoggs
    • June 3, 2015 at 11:25 AM

    Judging by some of the submissions here, it looks like it is ok to post a map for the competition here as well, to get some more feedback? Let me know if it's not, and I'll remove the post.

    De_flashbeng is a map aimed at providing a good and fun to play layout for 5v5 competitive defuse. This is my first map ever for CS:GO, but I've made maps for other games, such as Quake 3.

    The theme will consist of some sort of village, housing the flashbang production and storage of the local GIGN squad. The terrorist-group "Seperatist" have grown tired of their preaching, and have decided the blow it all skyhigh, proving that the correct term is "flashbank", once and for all. Haven't really decided on where to go with the architecture, but I'm thinking a lot of grass/rock combination, with wooden houses that has grass on the roof. We'll see.

    As of now, the map consists of no special detailing, and I'm looking for feedback on the layout itself. CT's usually arrive a few seconds earlier than T's at each bombsites if both team rushes there.

    Discussion points:

      Bombsite A might be a bit too close to T spawn. CT's arrive a few seconds earlier.Mid route to A is currently blocked off, as to prevent too many ways to get around the map. Maybe it should be open?The house in the middle with the suspended walkway was open for players at one point, but after some playtesting I "locked" the doors, as I felt it made the map too complex. Thoughts?

    Workshop-link: http://steamcommunity.com/sharedfiles/fi…s/?id=454050197

    Screenshots (more in the workshop link):

    [Blocked Image: http://fjoggs.com/csgo/img/de_fl…hbeng_radar.png][Blocked Image: http://fjoggs.com/csgo/img/de_flashbeng/de_flashbeng-6.jpg]):

  • [WIP] de_flashbeng

    • Fjoggs
    • June 2, 2015 at 11:05 PM

    De_flashbeng is a map aimed at competitive play. Judging by the state of some of the other maps already posted here, I'll probably get destroyed, but oh well. First map ever for CS:Go.

    Current state is a simple layout, no detailing done.

    The title is not a typo. The theme will consist of some sort of village, housing the flashbang production and storage of the local GIGN squad. The terrorist-group "Seperatist" have grown tired of their preaching, and have decided the blow it all skyhigh, proving that the correct term is "flashbank", once and for all.


    Workshop-link: http://steamcommunity.com/sharedfiles/fi…s/?id=454050197

    Screenshots (also found in the workshop):


    Terrorist spawn north, while CT spawn at the south. Bombsite A is the west site, and B is the east site.

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