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Posts by Serialmapper

  • [WIP] de_Plaka

    • Serialmapper
    • June 10, 2017 at 8:05 AM

    http://gamebanana.com/maps/140827

  • Going to the gym is like a korean MMORPG

    • Serialmapper
    • June 7, 2017 at 11:28 AM

    tomm

    be careful what you wish :P

    I used to be like that, but as i became older something gradually changed and from skinny i slowly transformed into a slightly overweight person. Because i was doing weight training regularly, i thought that finally the "gainz" came to me. Being tall (6'6ft /1,98m) it wasn't very noticeable, however i observed that my abs were fading slowly away. So i got out of my diet any starch containing food and sugar, i gradually lost the collected lard and now i'm ok. I am not overweight anymore but i am pleased the way i look and feel, and it's also easier to maintain. My humble opinion is that's better to be skinny with a little muscle than a fat permabulker or fattyskinny.

  • Going to the gym is like a korean MMORPG

    • Serialmapper
    • May 27, 2017 at 10:10 PM

    Youtube is full of so called fitness/bodybuilding experts, but have you heard about Charles Poliquin? give it a try, read his books and articles. I found them really helpful in my gym endeavours.

  • Counter-Strike: Global Offensive

    • Serialmapper
    • May 27, 2017 at 3:43 PM

    grapen

    I have that problem too

  • de_outferno final version

    • Serialmapper
    • May 27, 2017 at 2:44 PM

    After the last CSGO SDK update i encounter the following lighting problem regarding displacements after a final compile HDR only: Event though the props that are in contact with the displacements have the shadow disabled, the displacement looks like it is in the shade. If anyone knows a fix for this i will be grateful. Workshop link

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

    [Blocked Image: http://i.imgur.com/Gkl2cD4.jpg]

  • Mapcore's CS:GO Mapping Contest 2017

    • Serialmapper
    • May 24, 2017 at 11:19 AM

    Finally some clear cut rules for this contest. Congratulations for that!

  • [CS:GO][WIP] de_yacht (demolition mode)

    • Serialmapper
    • May 15, 2017 at 8:31 PM

    Yes indeed , a sunset will be awesome.

  • Random Photo Thread

    • Serialmapper
    • May 12, 2017 at 7:02 PM

    Well...yes :D. One of the many types that exist at humans.

  • Random Photo Thread

    • Serialmapper
    • May 12, 2017 at 5:37 PM

    I see you like close-ups. Well here is a very close close-up that i have seen recently. Those are lung adenocarcinoma cells that kept their cilia. Unfortunately my microscope camera has only 5Mpixels.

    The content cannot be displayed because it is no longer available.

  • Counter-Strike: Global Offensive

    • Serialmapper
    • May 7, 2017 at 11:49 PM

    Thank you, problem solved!

  • Counter-Strike: Global Offensive

    • Serialmapper
    • May 7, 2017 at 2:29 PM

    After the last update when trying to run buildcubemaps i get this message: "Can't load vtex_dll.dll" and no cubemaps are build. I checked the game files integrity and the problem remains. Does anybody else has this problem?

  • de_outferno final version

    • Serialmapper
    • April 20, 2017 at 11:28 PM

    @ RZL

    I couldn't recreate it. However on the workshop i upload the map unarchived but on that public server i gave the map archived .7zip. Also not everyone noticed that discoloration, only like 30% of the players complained. Another weird thing is that the discoloration show up only when playing the map on that server, the same map played alone with bots doesn't show discoloration bugs at all. That server is also using sv_pure 1. I don't know maybe it's blocking something.

    @ Deathy

    I never use BrightnessScaleHDR and AmbientScaleHDR at a value other than 1.

  • [HL2] DownFall, available on Steam

    • Serialmapper
    • April 20, 2017 at 9:34 PM

    Thank you! it was nice to "hold" the crowbar again. Btw, i love the river water texture.

  • de_outferno final version

    • Serialmapper
    • April 17, 2017 at 6:06 PM

    bump

  • de_outferno final version

    • Serialmapper
    • April 15, 2017 at 6:37 PM

    Today i tested my beta3 version of the map on a public server that doesn't use steamworkshop and i let the map to be downloaded directly from the server. I encountered a blueish discoloration bug to many of the props, especially the shadows. However, when i download the same map from steamworkshop i don't have such bugs. Does anyone know an explanation for this peculiar phenomenon?

    the public server download, notice the blue discoloration of the prop's shadows.

    [Blocked Image: http://i.imgur.com/yGADk7D.jpg]


    workshop download, no discoloration bugs at all

    [Blocked Image: http://i.imgur.com/p6cwlrY.jpg]

  • [CS:GO] de_Transit

    • Serialmapper
    • April 12, 2017 at 1:28 PM

    HR textures...mmmm tasty!:P

  • de_outferno final version

    • Serialmapper
    • April 9, 2017 at 7:07 PM

    Thank you Roald for such an extensive feedback. You gave some good ideas. ;)

    As about how this map behaves in game with real players, i know for sure that it's a little bit CT sided when playing on a server with 44 people. The original map was named de_sultan2, and i made it for CS:S back in 2010. And in late 2012 i had ported it to CS:GO. 5-7 years i had been observing the gameplay on this map countless times on public servers in my region. That mid it's not that complicated in game. To take site A the T's have to take mid and all the area behind the walls.

    Those apartments on mid to B on T side are usually flooded with grenades, molotovs and smoke. That window that looks to site A it's one of the most "handgrenaded", "molotov-ed" and shooted areas, so there isn't much overpowering left to it.

    The map itself does not want to be from the beginning a competitive one. I think it's too large for 5 vs 5.

    All the competitive maps: dust2, cache, inferno,etc. become very CT sited at 32+ players. I know it from experience on public servers. I don't know how it is in Western Europe but in Eastern Europe there are many public servers of 32+ slots that are playing with team collision and friendly fire enabled, basically the competitive mode.

  • de_outferno final version

    • Serialmapper
    • April 7, 2017 at 11:42 PM

    I received a lot feedback during playtests and i made some changes accordingly. The map will be updated soon to a beta2 version.

  • de_outferno final version

    • Serialmapper
    • April 4, 2017 at 7:33 PM

    The map's name was chosen just for fun. Since in english there is "in" and "out", i thought..why the fsck not! If there is in_ferno is should be an out_ferno as well, you know, just to restore the balance in the universe :D


    de_middleferno isn't a bad idea either, or maybe de_underferno :D

  • de_outferno final version

    • Serialmapper
    • April 4, 2017 at 1:00 PM

    I decided to refurbish one of my old maps, namely de_sultan2 and to rename it to de_outferno. I changed the old dust theme with the new inferno theme.

    For the moment the map is in beta stage and lacks many details. The layout it's designed for a casual type of gameplay, however nobody can stop you to try it for competitive.

    Since i don't want to flood the forum with screenshots you may check them on the workshop page.

    Here is the radar image:

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

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