The updated layout will be tested tonight 21 CET on mapcore's server. Anyone interested it's welcomed.
[Blocked Image: http://i.imgur.com/prBWec6.jpg]
The updated layout will be tested tonight 21 CET on mapcore's server. Anyone interested it's welcomed.
[Blocked Image: http://i.imgur.com/prBWec6.jpg]
@ offtopic
What about the game Insurgency and other games alike? Those should be toned down altogether. You know, the bad guys are all arabs, the good guys are americans and west europeans. The killing theatre being quite real locations.
Even in dust2 the good guys are IDF and the bad guys that want to plant the bomb are arabs. Valve please fix! the political correctness has infested our brains and we became so touchy and feely!
A few minutes ago i had updated the map to version beta3 to be ready for testing this Sunday. The new screenshots you may find them on workshop.
this is the updated layout with meeting points
[Blocked Image: http://i.imgur.com/RrCW9J7.jpg]
I'm primarily using de_cbble assets to keep the .bsp smaller. Of course i could make my own wall textures but i don't think it's the case for this map. For other maps of mine i did.
As for custom props, that is out of the question for me as i don't have any knowledge on how to use the software to produce them.
For now i'm interested on gameplay balance. I tested the map on a public server in my country, with 44 slots on full load and i observed a slight CT siding tendency, however any classic map like dust2 has that CT siding tendency at that load from my experience. I requested a testing on 4th September at mapcore's server to see how it behaves with less players.
Thank you for feedback.
"OK, Weird orange fake crate tho + water outside the map is huge
" this is quote from the map testing status.
The weird orange crate it's a marker that i used to build the 3D skybox and it's forgotten there by mistake, anyway it's a func_brush non solid so it won't impede the gameplay only the local visuals.
The water from the 3d skybox looks because of a of some sort that the water texture has. In the map the water texture size is 2 and in the skybox is 0.125. I will consider changing the water texture for future versions.
Sometime the next weekend could my map be tested on mapcore's server ? Workshop link.
Thank you!
I'm working on a new defuse map called de_amalia. You may see it here on workshop. It is in beta2 stage right now currently being playtested on a public server. The first veriosn beta1 was already tested and since then i made some changes to it that are present on beta2 version. This is the current layout with meeting points as seen in game. Any constructive feedback it's appreciated.
[Blocked Image: http://i.imgur.com/iGbhi9w.jpg]
I'm bringing back to life an old CS1.6 map that was popular back in early 2000's, at least on Eastern Europe's CS1.6 servers. The original author of the CS1.6 version was Dr.nozzle_dk (correct me if i'm wrong). Back then there were several maps named de_aztec2 and this is one of them, the one that i used to play.
For the moment this is an alpha development stage, which means that it has lots of bugs, visuals, gameplay bugs, etc. The map has only 20 slots, 10ct, 10 t. I will add more in the following versions. I am interested in any constructive feedback mainly regarding gameplay. Other constructive feedback it's welcomed as well. Please provide screenshots along with the feedback.
Being work in progress and i do not recommend yet to test it on large public servers as you may experience severe fps drop, 10 vs 10 it's okay for now. Optimisation will be fixed in the following versions.
It reminds me of de_crown.
Hello guys! today i finished this map.
The map it's a symbolic depiction of Romania's presidential palace (Romania's White House if you wish). It is a defuse map with two bombsites and 44 spawnpoints. It has 3 levels/floors. The map contains caricatural images of romanian politicians and custom sounds which are meaningless for non-romanians, but may appear funny at most.
The map was designed with casual play in mind, for large public servers and of course it was tested with real players several times on a public server before the final release. It contains custom textures made by me, some of them having phong reflextions. It also has a multilevel radar and it was compiled with a custom .rad file for emitting light textures (thanks to Tophattwaffle's tutorials from youtube).
Enjoy!
I don't think that's a map bug but a source engine bug.
Problem solved by typing into csgo console: snd_rebuildaudiocache
Long story short: I'm working on this map, and I'm trying to make a certain customsound.wav be triggered by breaking a func_breakable entity. However it does not work no matter what i tried.
I'm using two entities : ambient_generic (named customsound) and a func_breakable entity (named window). In the output of the func_breakable entity i set the following parameters from the drop down list: Onbreak, the target (named customsound), via this input: playsound, selected fire once only.
If someone knows another method maybe using a logic_auto entity i'll appreciate to share me the proper settings.
thank you!
I had that unpleasant surprise too, seeing all of those prop_static rendered black at fast compile. I was starting to panic and curse Windows. ![]()
By the way, on linux the prop_static aren't black at fast compile but are horribly lit with some weird rainbow like effects.
An offtopic question to mr. MagnarJ: will it be possible for Hammer and Cs:go SDK to be ported on Linux? or should i remove that hope? (i'm dual booting just for mapping).
Congratulations! your map has greatly improved since the last year (gamebanana cevo contest).
Good luck!
I felt that orange would be more stimulating, however it can be changed. Thanks for the feedback.
You raised a good point.
de_island doesn't have the detail level that other maps have, however, too much detail impedes the gameplay and lowers the frame rate no matter how much you try to optimize the map. I prefer to keep the details to a minimum decent level. My maps are played on larger (32+) servers too and not everyone has an i5 or i7 to sustain a detailed map plus a large number of players at decent frame rates. Personally i'm thinking first about that, before placing details in my maps.
I guess if my submissions were some lousy maps it wouldn't have been so much fuss about them.
This is my third and also my last entry to this contest:
The action takes place somewhere in the Middle East. What's different about this map it's the fact that it has one bombsite and no mid.
If you access the links provided, you will be able to see plenty of screenshots. It's redundant to post them here again.
This is my second entry to the contest.
The action on this map takes place on a winter day in Eastern Europe in an industrial setting. The terrorists want to destroy nuclear waste and the SAS troops are there to stop them.
Plenty of screenshots if you access the link.