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  3. Promulle

Posts by Promulle

  • Dark Souls 3

    • Promulle
    • April 13, 2016 at 2:04 PM

    It ran mostly good for me, but still my pc is fairly new, so maybe this does not count in terms of performance.

    The only issue I have are some random(?) frame drops, which do happen but rarely.

    But I have heard that in some situation the game crashes when approaching bonfires with certain shields equipped.

    So they have some work to do on that game.

  • de_executive - Classic CS:GO in a fancy office

    • Promulle
    • April 10, 2016 at 9:38 PM

    Ah ok, thanks for the explanation. Some decisions are much now clearer.

  • de_executive - Classic CS:GO in a fancy office

    • Promulle
    • April 10, 2016 at 3:19 AM

    So I decided to take a look around. Here are some of my thoughts.

    The first thing I think about this map is, that the lighting, which looks to be white/greyish, looks boring to me. Others may think different.

    Some things I noticed:

    Spoiler These elevator areas are for my understanding of no use to the gameplay at all. Block them off. (look at cs_office for an inspiration how to do)

    The clipping on this thing in mid(?) causes some strange behavior.

    This Screenshot was taken without noclip. It is kind of a glitch, that you can stand there, I do not know if players are supposed to be.

    Those stairs are not clipped. (I know those do not contribute to gameplay but still)

    The following things may just be my taste of how I like maps.

    Mid seems to be not much more than a straigt line (awper's heaven)

    This outside area is pretty big for only being a small entrance to B.

    Does this entrance really have to be that narrow? (not good if more than one player wants to travers it)

    I had trouble finding the vent to A, maybe turn the open side of the vent towards T spawn (shown in the picture below)

    If it does not mess with the timings.

    Those were my thoughts I had initial about it.

  • What I'm Working On

    • Promulle
    • January 26, 2016 at 3:57 PM

    I'm curious how those changes affect gameplay. I have only played one of the very first versions of the workshop full release.

    Nice to see, how much effort you put towards improving an already pretty good map. :)

  • [CS:GO] F4ST Biofacility

    • Promulle
    • January 7, 2016 at 12:48 AM

    So I liked the original concept of F4ST by Zool, and had an idea for a map using this Gamemode.

    The name might be generic, but here I present you F4ST Biofacility. :)

    But before I present some pictures, I want to make clear, that even though I did not use the assets provided by Zool, this map uses the exact same gameplay ruleset

    like F4ST castle. I actually just wanted to see if I'm able to create some fitting things myself.

    Without further explanation:

    Quote

    Things that still have to be done:

    - create working navmesh for the second floor

    - improve quality of the custom stuff thats in there

    If you now are curious about checking it out, heres the workshop link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=592766001

    Feel free to leave feedback, and thank you for reading :)

  • MapCore CS:GO Playtesting 4.0

    • Promulle
    • December 7, 2015 at 11:05 AM

    Could you add the demo and feedback regarding de_tunguska, if there is any ? Thanks in advance.

    (I'm just asking because the faq says, that I should request the demo to be uploaded. Actually I don't know how up to date that is.)

  • [HELP][CS:GO] Getting point_camera to work

    • Promulle
    • December 1, 2015 at 11:39 PM

    ok nevermind found one.

    this thread can be deleted :)

  • [CS:GO] wip de_tunguska (working title)

    • Promulle
    • December 1, 2015 at 12:00 AM

    The update, I did mention above is now live :)

  • [CS:GO] wip de_tunguska (working title)

    • Promulle
    • November 25, 2015 at 7:55 PM

    Some things I worked on in the last days :)

    Quote

    - changed entrance to b

    - changed b house, making it boost only and easier to take out with smoke/molotov

    - tightened window in mid, so smoking it off should be way easier

    - moved t-spawns slightly forward creating various top spawns for each target (a,mid,b)

    - re-assembled bomb sites (they were messed up somehow in the latest version I looked at)

    - added some ct-spawns

    - added some placeholder stuff to a-backsite to make it less confusing

    Display More

    As of now, this update is not live.

    I first want to work some more on the map, but it has been some time, since I last updatet this thread. :)

  • [HELP][CS:GO] Getting point_camera to work

    • Promulle
    • November 16, 2015 at 11:37 AM

    Hi, I do know that point_camera and func_monitor do not exist in the pure csgo hammer.

    I need them for a side project I'm working on.

    I googled a lot about how to use the point_camera and the func_monitor entity in csgo, and tried some of the workarounds, but none of them worked.

    Does anyone know about this issue and how to fix it ?

  • MapCore CS:GO Playtesting 4.0

    • Promulle
    • November 15, 2015 at 4:02 PM

    You can cancel my playtest submission, I will add the missing spawns and do further work on the map.

    :)

  • [CS:GO] wip de_tunguska (working title)

    • Promulle
    • November 9, 2015 at 7:22 PM

    Thank you for the feedback :)

    Quote from swst.turn
    • Ct window on mid should be more narrow to allow smoke it by one smoke;

    Ok, noted. Should be fixed soon.

    Quote from swst.turn
    • Ts entrance on A is awp shooting gallery for CT, also clipped backside of A looking accessible, its confusing;

    I'm aware of the clipping issue. I'm still in the process of thinking how to block the backside, without removing the big gap between the builduings.

    (The gap is an artistically choice)

  • DE_SANTORINI

    • Promulle
    • November 9, 2015 at 1:23 PM

    Really nice map! Looks pretty nice and plays well. Great Work :)

  • [CS:GO] wip de_tunguska (working title)

    • Promulle
    • November 9, 2015 at 1:14 PM

    Hey,

    new update, which is already live on the workshop. :)

    Mostly detail (clipping etc.) changes.

    Fixed some weird model collision.

    Started optimization by beginning to make the skybox fit the brushes.

    As always feel free to leave feedback. :)


    Btw I will sign it up for a playtest here, to get some ideas on the layout and some other stuff. :)

  • [CS:GO] Tulip

    • Promulle
    • October 26, 2015 at 1:20 PM
    Quote from hamilton5

    he does not realize catfood builds digital vibrance into his maps, so if he has his at 100% it doubles!

    Ah okay that makes sense. Forget that complaint. ;)

  • [CS:GO] wip de_tunguska (working title)

    • Promulle
    • October 26, 2015 at 1:11 PM

    After posting screenshots of the map, I was working on the last time, in Wip in Wip, here I present you de_tunguska.

    Terrorists try to destroy a mountain village situated in tibet.

    Workshop link :

    http://steamcommunity.com/sharedfiles/fi…s/?id=464039591

    The name is a working title, due to the change of the map setting mid development.

    It is still early, but you can already get a feel for the map.

    There is still some placeholder-ish stuff.

    As soon as I fix the skybox, I will try to get a playtest here.

    So here are some pictures of it.

    Please feel free to leave feedback.

    Overview:

    B_spot:

    still a bit experimental.

    A_Spot:

    A_long:

    A_short:

    CT-Mid:

    Front of B_spot :

    I hope, that I managed to give you some ideas about my map.

    EDIT : Forgot workshop link.

  • WIP in WIP, post your level screenshots!

    • Promulle
    • October 5, 2015 at 10:13 PM

    Some screenshots of the map I 'm working on.

    Not that far, as you can see.

    Still alot to do, but getting rid of the blue snow (I do not want those snow textures to look blue) is priority right now ;)

    Maybe a own thread for the map is following soon. :)

  • [CS:GO] Tulip

    • Promulle
    • October 1, 2015 at 10:09 PM

    First of all, I really like the map.

    The map and the night theme together look quite cool.

    Two things I encountered running around the map:

    Regarding the areas using that red light (example below),

    I'm kind of worried that the intensity of the red light is a bit high.

    Which makes those areas (atleast from my view) kind of unpleasant to be/watch at.

    That may come down to personal preference or settings.

    The second thing is that you are allowing the player to walk on the rails and to fall into the water, which gets them killed,

    but on one spot the player is not allowed to walk on the rails, which is not really spottable without r_drawclipbrushes 2.

    So I think some players will try to walk there(maybe including an airstraife jump) and may end up in the water.

    I know, that this area is maybe not the most important when it comes to gameplay, but I think that this is something to consider.

    Those were the things I saw when running around it for the first time, and apart from them, I think it is nice map.

    :)

  • de_royal (previously de_street)

    • Promulle
    • September 4, 2015 at 9:20 PM

    Some things I saw, which I noticed while running around, they may not be big issues :

    Quote

    You can stand on an nearly invisible prop part (I do not know if this is wanted):

    The following picture is not noclipped:

    The ledge (red dots) in mid (?) being solid (again I do not know if this is intentional):

    enabling this way:

    Not clipped door/gate which leads to some quite strange movement:

    again not noclipped:

    Those are the major problems I saw.

    Display More

    Apart from those, and the already posted flower pot, I quite like the map.

    Hope my feedback helped

    EDIT : corrected some spelling errors

  • [WIP] de_perish

    • Promulle
    • August 25, 2015 at 3:35 PM

    Final update is finally here :)

    Regarding patch notes, most of the things stated in the 14th August post (in this topic) and some minor texture, lighting and optimization adjustments.

    A big thank you to everybody who provided feedback during this contest. :)

    And as always feel free to leave feedback.

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