Rest in peace Cloud9. Inb4 topic about bo3 elimintaion matches in reddit.
Posts by P1g3oN
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de_kaimas_v7 is out! I changed pretty much everything said in the last comment + some bug fixes. Here are some screenshots: http://imgur.com/a/AUdAj
You can download the map from here: http://steamcommunity.com/sharedfiles/fi…s/?id=496717742
Any feedback is greatly appreciated
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So, we had a playtest on sunday because de_alps was kinda broken. I think there was no person who liked mid, including me so that will change. Mid to a route was also really messy and bad. i have a lot of doorways that also got a lot of hate and finally the wallbangable walls were too op and will be removed from parts of the map. I didn't really get any feedback on A exept that being under bridge is a really big surprise position. Big thanks to everyone who sent feedback and special thanks to ozzion who ran around the map with me after the playtest for like half an hour explaining everything that was wrong with the map. Sadly, I can't update de_kaimas right away as i will be away from home until thursday but when i get to a computer i will instantly start work on it as I am really motivated to improve the level.
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Quote from SotaPoika
According to the overview in the Imgur-link, I can see you have CT spawn where you have to go backwards to get to the sites the fastest way. I think it's not really a good idea to make players go to opposite direction from the center of the map, it's kind of disorientating.
Great idea, I never thought of that myself. Let's see if it is a problem in playtesting and then i can change it.
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The map has gotten a name and is in it's first finished form. Now onto playtesting. Have a look at the first post for info about the map.
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Oh my god those custom models look epic. And you made them with Hammer. Teach me master!

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Quote from ScottehBoeh
Thanks for pointing out that issue, P1g3oN. I've fixed that issue now and it should work perfectly
I've not added pure white fog or tinted pink fog because of the area the map is set. But I have instead used this: http://www.off-grid-life.com/Land-Rd-1-Snow…93S-Web=459.jpgWould you consider that a good colour for the fog? Let me know guys.

Wow, i even made a video of the issue but somehow you missed it. Fog should be the color of the skybox. Really easy with you because your skybox is just one color.
The video is here: https://www.youtube.com/watch?v=IVexYnvVBS8&feature=youtu.be You even replied to the comment but looks like you never clicked the video.
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Okay, leave the gameplay as it is but PLEASE fix the fog color, IRL snowy fog looks like this: http://www.myexpatliving.com/wp-content/upl…10/DSCN6532.jpg As you can see your map looks nothing like that. For optimizing you can use far z clip to cut things out when they are not seen.
Also, Clipping on stairs is VERY important, everyone will hate you if you will not add it
Quote from ScottehBoehThis map is as optimised as possible. There should be no reason for low Frame rates and if so you must compare it with other maps that you play. No props are projected/shown outside of the fog. Hopefully the optimisation helps a lot of people.

The problem is, because of the fog color things are seen even when they are in the fog.
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Quote from NihiL
Awesome, thanks. If you've followed my latest posts here, you know that I've run into a lot of optimization issues with de_spice. This new version does improve things considerably for almost all sections of the map (only bombsite A is spotty on my system but still ~100 fps here). Should be enough for playtesting hopefully!
Thanks RZL, you're super quick at this!
Looking forward to tonight.I have 60 fps in Bombsite a, it needs a lot of work.
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Quote from Vorontsov
I'll try really short; If you have textures from every possible place on the planet then it won't look so good, the theme won't be unified to anything since it's just random textures mashed together and they might not blend / contrast well with eachother.
Mirage for example, it's all some dusty middle-eastern place with pretty much nothing at all being out-of-place, it becomes believable in a way.
Mirage should be placed in Morocco but ingame it really isn't. The buildings are correct but the colors are off. In Morocco some buildings in some part of the old town are all blue, some are full orange/brown or beige. Ingame they are mismatch. Some parts of the buildings are blue, some orange, some red and so on. Ofcourse Mirage is a lot more beliveable than Spice but it could be a lot better.
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Quote from laminutederire
Are you serious? Movies are shot at 50 frame per second at best, and you already see things really smooth. Besides the difference is probably the same it is between 720p and 1080p, it's always better in 1080p but the choice that presents itself is: either you have a slightly worse resolution but you can push the amount of details up to the resolution, or you have a slightly better resolution but with less details to show. This is why I think 60-70 fps is sufficient enough, especially when you know how much details you can add with that extra computing power ( aesthetically it can make a huge difference)
But it isn't my map, so it is not my decision to make, I just wanted to provide a point of view to help him deciding the more wisely possible.
But it is a lot about optimizing too. Valve's newer maps like Overpass an Train have more detail than Spice does and still run on 200 fps. When you would add more detail to train it would become over detailed and make gameplay worse.
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I also forgot about A and B long. You really need hints and skips there if you don't already.
Quote from laminutederireThey're liars if they tell you they see the difference between 100 fps and 150 fps, even with 80 fps. And even if you can see the difference, the amount of details you could add with the equivalent of 60-80fps is gigantic. Well it's your choice, but bear in mind that people who actually have this kind of monitor often try to have a great Gpu and cpu, so their performances may allow them to have better fps than you do ( I don't know about your specs but it is a possibility)
I think everything up to 144 is reasonable because people have 144 hz monitors and i can clearly see a difference in a 60 hz and an 144 hz monitors and if you have less FPS than your monitor hz it gets kinda weird. especially in CS:GO.
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Quote from NihiL
No you're right, I'm still working on the first step, to add hint-skip everywhere it's needed. Then I'll add area portals as well of course!
I think hint and skips are only needed around mid to bombsite connectors and t spawn. A aps can just use areaportals on most of the door ways.
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About optimization, add areaportals to everywhere where you go through a building. Like aps, bombsite B and so on. I tested de_spice_v16 and i'm pretty sure there were no areaportals used. Unless i'm stupid and i used the wrong command.
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Quote from NihiL
Yeah I know, it was crazy. Especially around T spawn. I've done everything I could in the limited time I had before the playtest to get the FPS up as much as possible. Hopefully it's enough for the playtest tonight
Where can i find info of the playtesting because i really want to join because this is definately my favorite map in this competition so far.
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Quote from ScottehBoeh
Pigeon. I am WORKING WITH OSKMOS. He is the CREATOR of cs_insertion. I have all permissions from him and we're designing this map together!
I know, but community doesn't care and remember who made the map. And it is really hard to make a map like cs_insertion. It has to be VERY thought out and even then it probably play poorly adn everyone remember it as a remake.
Quote from NihiLApart from that I can't really say anything about the map. I hated the gameplay on Insertion and consider it a failed experiment, it didn't have anything to do with CS and everybody I know and follow disliked having to play on it, so I can't say anything positive about this 'version' of the idea either.
IMO cs_insertion was playable but if you would try to recrate it with a different layout it will fail 90% of the time.
But afterall, why should you listen to me, a kid from Estonia who tries to help you.
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Before you optimized the map i had 60 fps on it. I have usually 200+ fps
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The snow is better but PLEASE reduce the fog, or change the max thickness (or whatever it is) to something lower that 1. The only thing that will be remembered from this map is that it tried to be a copy of cs_insertion. To make a good map you have to be somewhat original. Being original is difficult with defuse maps but with hostage maps it's easier because there are less hostage maps overall. Also, i have not played any matches on this map but it will probably be luck and aim sided. People are just lurking in the fog hoping to find someone and if they do the guy with better aim or the one who is behind the other wins. You can't really have any tactics on a map where skill wins. Compare that to cs_agency (and all competitive de_ maps except de_dust2 where everyone knows every tactic.) where you can have coordinated pushes to different chokepoints of the map so even 5 not so good players with communication can beat 5 good players who have no communication. This map has so much potential but it's wasted because you won't try anything new. Also, here's a video comparing your fog and my edited fog: https://youtu.be/IVexYnvVBS8
Edit: I saw from the video that my fog is too green (still a huge improvement) so if you will change it play around with it a little more to get it perfect.