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Posts by Serialmapper

  • [CS:GO] de_invade

    • Serialmapper
    • March 22, 2017 at 11:07 PM

    You may get inspired by de_aztec, regarding the artificial lightning. You will have more freedom in placing those lights.

  • [CS:GO] de_invade

    • Serialmapper
    • March 22, 2017 at 8:56 PM
    Quote from Roald

    On 3/14/2017 at 10:06 PM, Roald said: A lost Castle in the midle of the Forrest have been taken over by growing plants and tree's.

    But in spite of that it still has functional artificial lightning. I wonder who is paying the electricity bill :D

  • Counter-Strike: Global Offensive

    • Serialmapper
    • March 16, 2017 at 4:29 PM

    I don't really care how it will be played, however it comes with great hr textures and props, and that's all i need. :D

    I could't help not to test some of them [Blocked Image: http://i.imgur.com/C29r2yL.jpg]


    I played it on a public server with 20 players, however i got lost. Too many small corridors and windows, like a DOD:s map.

  • [CS:GO] DE-VENOM

    • Serialmapper
    • February 6, 2017 at 10:29 AM

    Custom props & textures intelligently combined = Valve operation map

  • [CSGO] de_Aurora (WiP feedback thread)

    • Serialmapper
    • January 9, 2017 at 12:10 AM

    The sun does not shine so high on the sky in the antarctic region, even in the summer :D.

  • What music have you listened to recently?

    • Serialmapper
    • December 31, 2016 at 10:19 PM

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  • Random Photo Thread

    • Serialmapper
    • December 14, 2016 at 9:01 AM

    yesterday evening moonshot

    [Blocked Image: http://i.imgur.com/XLb8dj1.jpg]

  • Brest

    • Serialmapper
    • December 4, 2016 at 10:08 AM

    If you like the current lighting, pick a skybox texture that is more permissive. Sunset textures look artistic but they are very restrictive regarding lightning direction and colour.

  • Brest

    • Serialmapper
    • December 3, 2016 at 11:02 PM

    Why the light_environment's direction and colour doesn't match the skybox texture? (the most obvious is in the first screenshot)

  • Random Photo Thread

    • Serialmapper
    • November 18, 2016 at 5:19 PM

    will2k

    I was lucky to catch a brief window through the clouds. No supermoon for me though, it's usually a foggy and rainy weather this time of the year in my region, and those days were no exception. I will wait the frosting to come to take clear moon and sky shots.

  • Random Photo Thread

    • Serialmapper
    • November 18, 2016 at 9:45 AM

    The same moon seen from my hometown (17th nov. at 11:30 pm), unfortunately it was quite cloudy and foggy and i couldn't get a clear picture.

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

  • [CS:GO] de_Amalia

    • Serialmapper
    • October 27, 2016 at 10:05 AM

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  • [CS:GO] de_Amalia

    • Serialmapper
    • October 26, 2016 at 10:33 PM

    The final version of my map de_Amalia is here, on the steam workshop and good old Gamebanana.

    I don't want to upload screenshots here because on those links you'll find plenty of them.

    Some of the map's buildings were inspired by castles and medieval towns from my home region, Transilvania, the rest is simply my imagination. The map has mostly cbble and new inferno assets and some custom blends/textures. The sky texture does not belong to me.

    Enjoy!

  • Normalmaps like in the new de_inferno

    • Serialmapper
    • October 17, 2016 at 11:00 AM

    Thank you Vorontsov for shedding some light, i will try substance designer!

    Roald

    If you are a moderator then please move this subject to the 2D section if you find it bothersome.

  • Normalmaps like in the new de_inferno

    • Serialmapper
    • October 16, 2016 at 9:10 PM

    Does anyone know how to make normalmaps like those in the updated de_inferno?

    A good example would be the texture named brick_i

    No matter what i had tried in photoshop, gimp or crazybump i cannot obtain such a great quality. Close but not good enough.

  • [CSGO] fasthold

    • Serialmapper
    • October 12, 2016 at 12:06 PM

    If you are using pakrat, some of the custom content won't be packed at all (usually some custom props components and of course the color correction file), so personally i add the content manually using pakrat after i check the list generated automatically. Also you must edit the correct folder pathway manually. That's it.

  • [CSGO][WIP] de_amalia

    • Serialmapper
    • September 29, 2016 at 11:55 AM

    Thank you for answering!

    Well...that sucks, because not always the map's layout fits with that list entirely. For instance i wanted to use long B, but the console says that's ambiguous, there is only long A.

    "Volvo please fix!"

  • [CSGO][WIP] de_amalia

    • Serialmapper
    • September 29, 2016 at 10:14 AM

    I do not want to open a new topic so i will ask here.

    Is there any possibility to use in a custom .nav file, custom location names? I'm asking that because whenever i want to use a location name other than the ones included in the official list, the console says "ambiguous" .

  • [CSGO][WIP] de_amalia

    • Serialmapper
    • September 19, 2016 at 10:04 PM

    After more testings done on a public server de_amalia has entered the release candidate 2 version. All that's left to do is more detailing and optimizing. The workshop page for curious ones ( the screenshots are outdated).

    Here is the updated layout:

    [Blocked Image: http://i.imgur.com/ch6qT6t.jpg]

  • MapCore CS:GO Playtesting 4.0

    • Serialmapper
    • September 5, 2016 at 5:01 PM

    Quick question: where are the feedback files of the maps tested yesterday? (amalia and sanchez).I cannot find anything here.

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