Terrorists with airstrikes? damn
Posts by Overdoziz
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https://www.dropbox.com/sh/kg54veen0bo…22SPdE1I2a?dl=0
Here's a new dropbox link that includes the .nav file. It seemed to crash without it.
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When I load the map I get a game crash, you might wanna check up on that

I added the .nav download to the dropbox link which seems to fix it.
QuoteDo you not need to request permission from Brute to remake his map?
I sent him an e-mail. If he has issues with this then I won't use any part of his layout.
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Didn't see that my set date for Novo playtesting was full already. Can it be changed to 10/6/2015 instead?
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Thanks for the feedback Freaky. I've made some big changes to the layout with the purpose of making the entire map more streamlined and hopefully smoother for gameplay.
The right side of the map has seen the biggest changes with the entire area being simplified and flattened. Middle is also slightly less vertical now and there is no longer a direct line of sight from CT side to T entrance to mid. This is to allow Ts to get to the hallway leading up A site through middle without being seen. This is necessary because I removed the hallway at the top-left (hey Logic!). Lastly, the T spawn location has been moved closer to B site to make rushing it more feasible and to generally cut down-time of running around. Still not entirely sure about the timings, but playtests should help get a good idea of how it plays.
The area around CT spawn hasn't seen many changes yet aside from having it hallways slightly widened. I still plan on doing something with it, but at the moment I'm not really sure yet what.
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De_novo is my first try at creating a defuse map for CS:GO. It's a re-imagination of the map de_russka from CS1.6 and CS:S. I'm planning on keeping the layout relatively similar, but I'm open to suggestions to alter it if it would improve gameplay. I've already made some fairly significant changes to its layout and hopefully that'll work out for the better. Currently I'm still in the phase where I mainly focus on the layout of the map so visually there's nothing to it yet. The idea is to stick relatively close to its original theme which is a industrial snow map. I would definitely like to at least keep the snow aspect around because who doesn't like snow maps?
Anyway, enough talk, here's some screenshots to give you an idea of what the map looks like at the moment:
(20 December 2015)
(1 November 2015)
Quote(3 October 2015)
Quote(1 October 2015)
QuoteDisplay MoreIf you feel like checking out the map for yourself you can download the map right here: https://www.dropbox.com/sh/kg54veen0bo…22SPdE1I2a?dl=0
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I can already see the headline: "Binnenhof recreated in violent video game to train terrorists"
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Found out I had a couple too many brackets in the code and now it does actually do something! Problem is that all I hear is static.

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I'm having an issue with my custom soundtrack where it doesn't seem to want to play. I'm not sure what the issue is.
-The audio files I use in the soundscape are all in the correct csgo/sound folder and work in Hammer
-The soundscape script is named after the map (soundscapes_de_pit12)
-I used pakrat to pack all the files into the .bsp
-Default soundscapes work
-Here's the soundscape script code: http://pastebin.com/Q4v0zhEaDoes anyone know what could be the issue?
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Considering how simplistic 1v1 arenas usually are I can't imagine that you'd have to worry about performance much.
Spawns-wise I think you just need 1 T and 1 CT spawn in every arena and you're set.
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I'm guessing the coordinates aren't the same as in the old minimap so it doesn't line up.
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Haha yeah, it's a remake of Halo 3's The Pit. A simple layout which makes it good to get to learn the basics of Hammer.
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