QuoteQuote A chokepoint with the bulldozer could be more defined, cover the prop with a wooden platform from one side?
Did you mean this?
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QuoteQuote A chokepoint with the bulldozer could be more defined, cover the prop with a wooden platform from one side?
Did you mean this?
[Blocked Image: https://i.imgur.com/oHWkEXj.jpg]
Quote from KlemsOn 3/24/2017 at 5:02 PM, Klems said: I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree
thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean
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Thanks for testing everyone
Somebody asked about lighting. Here's some screenshots of what I tried so far
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That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs.
Other changes:
The last thing to do left is soundscapes.
Made a radar image
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Scheduled a playtest on 23rd
Apart from clipping and optimization touchups the map should be pretty much done.
So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
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Quote from Terri21 minutes ago, Terri said: I wrote the program so that it would convert it to grey scale, and decrease contrast to get the best view of the heatmaps
This was just the first one that got unpacked from the bsp and then flattened in this way
Added a flowmap to your folder but its offset, maybe this is an old radar that's still packed?
Oh I had a separate spectate radar in there. Thought there was some automated tool that makes good looking radars for a second there ![]()
Post playtest changelog:
-Blocked off some annoying angles
-Removed minecart on B site
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-B short is now detailed and it's a lot more open (gotta add a lamp or something for visibility)
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-Fixed most bugs I remembered (fade distance on some props, broken displacements, ...)
-Experimenting with some blend textures (new detailed area above)
TODO: all interiors, some minor stuff around CT spawn, further optimization, 3d skybox, visibility tweaks. Hopefully get this done by the end of 2017 lol.
I've added some hints now so performance should be a bit better. It's on workshop. Would be great if someone who had performance problems on the last playtest could check how it runs now.
Haven't done much since I took those pics ^ but going for a playtest on 29th
Counter strike source and the gamemodes like bhop, surf, mg, deathrun.
csgo never had the charm of good old fullbright surf maps.
Quote from baem1233 hours ago, baem123 said: i didnt read mapcore for some time, but today i remembered, that there should be a playtest today.
sad to see that this playtesting section is no longer active like it was some month ago. there were always 2 maps at every playtesting day and the server was full.
hope you get more submissions again in the future.
uni/school has started ![]()
Here's some compiled pics
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Update
I've been using subdivide a lot for this map, it's magic.
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I got T spawn done, and part of CT.
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(circled: visibility problems) I know people complained about visibility a lot on the playtests- I did try to address this but not too sure how successful it was.
Added a lamp at A long[Blocked Image: http://i.imgur.com/MXXScLM.png]
Brighter/cleaner textures at mid
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I'm still using the optimization disaster stone wall
But I did recolor the stonepath decal to match it.
I've changed up B too. The mineshaft was really annoying to play. Mid is unchanged and Ts can still get to B from mid unchallenged.
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This was originally going to be a desert cowboy town but then turned more into a northern mining town. So maybe a name change wouldn't hurt, something like de_goldfield ? Sanchez is pretty cachy tho might just keep that even tho it's not mexican/southern at all.
Scheduled the playtest on sunday.
Compiled it from old placeholder light_env and sky so they don't even match, and the light is a bit on the dark side. It should do for a playtest tho.
Been mapping a bit lately. Don't have any pretty compile pics because I haven't decided on time of day yet, might go for night. Here's some wip:
Some scenery outside B site
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Mid:
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And here's a crazy new idea for B
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There's a ladder going down into a mineshaft which comes out into a ramp leading to B site. The ramp is quite deep and the headpeeks might be a bit much tho.
Wow thanks, that's some feedback.
I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit.
I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting.