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  3. Shima33

Posts by Shima33

  • Microbrush 3 (brush modeler for HL2)

    • Shima33
    • March 30, 2016 at 12:22 PM
    Quote from JSadones

    17 hours ago, JSadones said: What does this actually do ? A "Hello" on your main post doesn't tell much. /emoticons/[email protected] 2x" title=":)" width="15">

    I'm guessing it's an alternative to the Hammer Map Editor??? Not sure.

  • [WIP] De_Wulfe

    • Shima33
    • March 22, 2016 at 9:39 AM

    I've finally thought of an aesthetic for this map, one that would work as well as be unique - a nightclub!

    Here are the ideas for Club Wulfe so far:

    Change B site to be an outdoor garden,

    A site can be a dancefloor

    All of CT can be a dancefloor too

    Mill is a corner shop?

    Boss Office is a toilet

    CT warehouse is a VIP room

    vending machines are a DJ Deck

    A Dropdown is a DJ Deck

    Regular Office is a Bar


    Let me know what you think of this idea, as well as anything you imagine working with this aesthetic!

    (There's gonna be layout changes to accomodate the aesthetic change, too - I'll post them at a later date.)

  • [WIP] De_Wulfe

    • Shima33
    • March 20, 2016 at 2:18 PM
    Quote from Freaky_Banana

    5 hours ago, Freaky_Banana said: Is this the new logo ?

    Henh, I wish. I was just messing around for the fun of it all. Besides, the logo has a floral style to it, and the map isn't all that floral.

  • [WIP] De_Wulfe

    • Shima33
    • March 20, 2016 at 6:17 AM
    Quote from Plat

    30 minutes ago, Plat said: Impressive. Hammer always struggles with complex brush shapes. Could I get an ingame screenshot of it? perhaps give it a stoney texture.

    Sure thing, here it is-

  • [WIP] De_Wulfe

    • Shima33
    • March 20, 2016 at 5:45 AM
    Quote from Plat

    Just now, Plat said: Very fancy. And it works in game with no issues?

    Suprisingly, yes.

  • [WIP] De_Wulfe

    • Shima33
    • March 20, 2016 at 4:43 AM
    Quote from Plat

    10 minutes ago, Plat said: Are you sure the game wont just reject that? Surely there has to be a microbrush in there somewhere.

    Actually, no - mainly because I've enlarged the brush since then.


    However, I did continue messing around, and somehow came out with this-

    Let me know when stopping is an option.

  • [WIP] De_Wulfe

    • Shima33
    • March 20, 2016 at 4:09 AM

    Just being doing some practice with advanced brushwork... Am I going too far with this?

  • de_decay (WIP)

    • Shima33
    • March 19, 2016 at 12:31 AM

    Looks good so far - can we see an overview of the map, or a radar image, so we can look at the layout?

  • [CS:GO] de_Cuba

    • Shima33
    • March 18, 2016 at 7:41 PM

    I'm down for playtesting.

  • [WIP] De_Wulfe

    • Shima33
    • March 18, 2016 at 4:24 AM

    Finally uploaded the update for this map! An awful lot of stuff has changed to the point where makinga list of everything wouls stretch on and on - instead, here's a few screenshots. Feel free to run around it yourself, too!

    Office hasn't changed much, but I really like the look of this angle. Probably the best looking part of the map thus far.

    The new mill area, replacing where the apartments used to be before. It's also bigger, and expands slightly onto B.

    Underneath the new mill, at dropdown. All of the crates back there are inaccessible, but behind you is a newly revamped dropdown that I forgot to screenshot.

    A little bit of decoration I worked on at CT because I was bored. Somehow looks better than about half of the map.

    An overview of the new mill area from mid, showing how it's more open for CT's, and larger in general.


    I also did the following:

    Color Correction

    Reworked every displacement

    Redid a few textures

    Screamed a little

    Removed a few annoying parts

    Listened to feedback

    Hated that everybody's map looks better than mine

    Replaced the Trash area in the middle of T to A with an inaccessible warehouse

    Thought about replacing B Bombsite with an in-construction area (going to do that in the next update)

    Drank a lot of cider

    Made a much better radar image (seriously proud of the radar, looks really good)

    Placed T spawn inside a shed

    Stayed up until 9 in the morning trying to get the mill area looking decent

    Reworked dropdown

    Screamed a lot

    Added more Beginner's Guide references

    Added more detail to the non-playable areas of the map, to make it feel more alive

    Fixed the Assault Door at CT Spawn

    Screamed way too much

    and removed the chainlink fence and weird run-up spot at B.


    I hope you all enjoy the latest version! I'm submitting this version for playtesting - see you all there! As always, feedback, opinions and ideas are much appreciated.

  • [WIP] De_Wulfe

    • Shima33
    • March 16, 2016 at 11:45 PM

    Not sure what to do with the radar for this map. Will it need a multi-levelled radar, or will the single picture suffice?

  • [WIP] De_Wulfe

    • Shima33
    • March 16, 2016 at 6:12 PM
    Quote from Freaky_Banana

    1 hour ago, Freaky_Banana said: Just misplaced blocks:

    this gate is black for me

    sew these displacements together

    this block sticks out in appartments

    Things I didn't like:

    Theme: So I get that we are in a city somewhere, but somwhow the props and textures felt randomly picked out. I.e. look at the screenshot above, or at these:

    too many different textures in one place (especially the concrete sticks out here)

    B site: an ancient ruin which is under construction atm ? I dunno... Also the pathways around B somehow felt off for me. I didn't really know what to do with that small ramp outside of the site, except to jump onto the modern looking block seen on the lfet of the second screenshot.

    What does the watertower canister do up there ?

    What are these?

    gameplay:

    imho you should remove that small fence. It obstructs vision and It felt weird shoting the bots through it

    Does this serve any purpose?

    Is that small peble supposed to be walkable ? (it gives a great view into mid)

    Also use another texture for the glass window in CT mid, before shoting once it's hard to make out anything.

    Last but not least: What I liked:

    The entire area from T side to A

    A nice sightline for battleing in mid

    this is a cool jump /emoticons/[email protected] 2x" style="vertical-align:middle;border:0px;" title=":)" width="15"> (but I think that there are too many oneway drops on the map. you could just make every one of them a normal path imho)

    Also I liked the garage on A. It felt good holding an afterplant from that position (ofc it's dangerous, you can be molotoved /emoticons/[email protected] 2x" style="vertical-align:middle;border:0px;" title=":D" width="15"> ).

    Display More

    Thanks for the feedback! I'll run through it all now.


    The gate being black: Yeah, I have no idea what's up with that. For some reason, I can't get it to display properly. It's supposed to be the gate from Assault, but it isn't working. :/

    Sew the displacements: Done that in the latest build. Thank you!

    Block sticking out: Fixed in the latest build. Thank you!

    Theming: Yeah, the theming started off with a clear-cut idea, but quite rapidly disintergrated into a mess. It was supposed to be an industrial city, with a warehouse taking up all of CT (hence the theming of A), but right now it's very bodged.

    Too many different textures: What do you recommend for that? I quite personally like all them textures.

    B Site: Yeah, I need to completely re-do everything about this, apart from the bomb site. Getting into the bomb site does not have adequate cover, the theming's off, and it just make sense considering the rest of the map.

    Water Tower: That's supposed to be a landmark point so that everyone on the map can have a rough approximation of where they are. I was considering replacing that area with a mill of some kind, with a chimney coming out the top as the landmark instead.

    "Those": They are supposed to be the company's logo - as you noticed, there's another set of them in a different colour at B Site, too. Removing them is optional.

    Gameplay:

    Small Fence: Removed. It served it's purpose in an earlier build of the map, but is no longer needed. Thank you!

    Vent Thingy: Removed. It served it's purpose in an earlier build of the map, but is no longer needed. Thank you!

    Small Pebble: Yes, that's supposed to be walkable. Gives T's more of a chance to get an opening on Mid, other than the coverless sniper box at the back of mid.

    Glass Texture: Fixed, and replaced with a glass texture from the new Nuke. Thank you!

    What you liked (yaaay!):

    The entire T Side area to A: The layout's the same, but the Trash area's been moved further back and a bit more detail's been added in the later build. The weird curved wall's been removed for now - might get replaced with a custom prop sometime in the future, but for now it just looks messy, so I stuck a generic-ass warehouse in it's place. The reason for this is to remove a massive sniper line that ran all the way from T Spawn to A Site. I also modified T Spawn so that it was inside a shed. Thank you very much! /emoticons/[email protected] 2x" title=":D" width="15">

    Mid Sightline: That area's been edited very slightly so as to provide some cover, and to make jumping back over the fence easier. Again, thanks! /emoticons/[email protected] 2x" title=":D" width="15">

    Cool Jump: Yeaaaah! Someone finally acknowledges that jump! Thank youuuu! /emoticons/[email protected] 2x" title=":D" width="15">

    One-way drops: The route which is now fenced off from T Spawn to Mid was originally open, as was the weird drop-down point before entering A Site. Those two could be edited, perhaps? The one at CT Sniper Box, the Dropdown into B, and the main Drop into A - those can't be altered. Anyway, thanks again!

    A Garage: That whole garage is supposed to be a big ol' comfy space. You can actually save your weapons from the bomb in there, if you plant at the other side of the site, hide right at the very back of garage, and have a lot of health.


    Thank you very much for all of it! Sorry about this being very "wall of text"-y... I'll have an update out for this map in the next few days. Thanks for playing!!!

  • de_oakwood

    • Shima33
    • March 16, 2016 at 7:41 AM

    Green's a bit of a weird colour for the lighting. Make it a sunset yellow, perhaps? Other than that, I'm quite liking it. A circular bomb site is unique in of itself, and the lack of a clear-cut Mid makes finding sniping spots a bit more intelligent than "Go to mid > Find Vantage Point > Shoot". What are the timings like?


    Personally, I'd spam a heckload of trees and plants to keep all the greenery and keep it looking like it's a forest, and then make the sky a lovely sunset yellow, like you're fighting at sunset. Also, is it just me who imagines a big ol' barn somewhere on this map, or a wood mill, or something along those lines? Perhaps in mid, to make the map really stand out?

  • [CS:GO] DE_LITE

    • Shima33
    • March 16, 2016 at 7:38 AM

    Bloody hell, that looks gorgeous! A bit same-y to the New Nuke, but regardless, it's a clean, baby-smooth map that I can see a bunch of strats for already.

  • [WIP] De_Wulfe

    • Shima33
    • March 16, 2016 at 7:34 AM

    Getting a measly amount of downloads and no feedback has just inspired me to double down and keep working on this until it starts turning some heads. Gonna upload an update to the workshop soon, stay tuned!

  • [WIP] De_Wulfe

    • Shima33
    • March 11, 2016 at 3:52 AM

    S'more screenshots, from the most recent version-

    Quote

  • [WIP] De_Wulfe

    • Shima33
    • March 11, 2016 at 12:24 AM
    Quote from Quotingmc

    I have had a same error code before if you upload took to long. Was it uploading to the workshops for longer than usual? Custom props tend to increase the file size a lot. I think steam cancels the upload if it takes more than 10 mins or so. A fix for me was to increase upload speed; close tabs, restart router etc

    Yeah, the upload does take quite a large amount of time, but the issue is that improving upload speed isn't really a possibility. I could upload it from my College or something like that, however...


    EDIT: Never mind! The map actually uploaded - I just needed to give it time to itself, it seems. New version of De_Wulfe is finally uploaded!

    Images

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      • 100.9 kB
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    • 20160310193855_1.webp
      • 216.69 kB
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    • 20160310193830_1.webp
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    • 20160310193757_1.webp
      • 106.42 kB
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  • [WIP] De_Wulfe

    • Shima33
    • March 10, 2016 at 10:51 PM

    HELP NEEDED-


    I'm getting a "Failed To Publish FIle! Error 9 - Local File Not Found" error when trying to upload my map to the workshop. Any help?

  • de_contract

    • Shima33
    • March 10, 2016 at 8:44 PM
    Quote from Wrakk

    He said under the screenshots that the props were created by Yanzl. I think they're from de_zoo, not sure though.

    Yeah, looks like De_Zoo. No idea how he extracted them from the map, or if they're part of a publicly-available prop pack.

  • de_contract

    • Shima33
    • March 10, 2016 at 8:34 PM
    Quote from Quotingmc

    Thanks Guys! About to do CT, hopefully going to look awesome

    Yeah, keep at it with that style you've got! Looks really amazing.


    Where did you get the rock props from? I could do with a few of those for my own maps.

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