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Posts by JSadones

  • CS:GO - Link

    • JSadones
    • May 20, 2016 at 9:34 PM
    Quote from Shibou

    On 19-5-2016 at 10:15 PM, Shibou said: I have been runing around it a bit. So far I wouldnt call it a playtesting as bots dont count in my opinion. The map made a huge progress and is hardly to be recognized. It is allready very detailed and awsome to look at. I like your clean yet very saturated colour set you use for accentuation here and there.


    (The flag on your CT-Spawn look italian not spanish to me.)

    These fences make no sense to me. The block the player from an empty room. Are you going to add something here that's going to tell me why I am not allowed to pass ?

    This looks like a window and sould be made of glass imo.

    that area looks like i should be able to walk infront of that foliage.

    Display More

    Thank you!

    Haha nice spotting on that flag, it's a placeholder for now. Re-texturing would be easy on the model, but I don't know if I'm allowed to edit Valve their models. That was orignally indeed glass, but I decided to take it away because of the sightline on balcony. Was a bit lazy and just re-textured it [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] I'll move the bushes more so you don't get the impression that it's walk able.

    And finally, I know the fences make no sense. It was again a placeholder, but players are not supposed to go there. Did a bit of detailing, and this is sort of what I want to achieve.

    [Blocked Image: http://i.imgur.com/XMR2z9k.png] Obviously needs more work, but this is the sort of thing I wanted to achieve

  • CS:GO - Link

    • JSadones
    • May 19, 2016 at 2:08 PM

    [Blocked Image: http://i.imgur.com/0LzP1rE.png]


    After 4 months I have finally updated my workshop link [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…/emot_smile.gif]

    I really wanted to do more detailing before uploading, but since this is my first map I'm uncertain on the layout. It's pretty basic but hopefully it creates some nice gameplay. The T-Side of the map is way less detailed than the rest, but I'm going to continue working on that when I receive feedback on the layout.

    I'm going to schedule a playtest on Mapcore, but feel free to already run around in the map and give some feedback.

  • Level Design Help Files

    • JSadones
    • May 15, 2016 at 1:13 PM
    Quote from blackdog

    3 hours ago, blackdog said: Oh I have that course as well! I bought it in December I think, when was on a good discount.

    Unfortunately I haven't watched more than the first 4-5 lessons (and didn't practice any of it), but seems a thorough explanation. Goes deep into the basics of the UI and basic command/functions.

    Watching video content on Steam is a drag though, until now is implemented very poorly, there's no playlist of sorts, there's no "watched" label that tells you where you left, every video you click opens a new window/player.

    I hope they have improved since then, since it was just a few days ago they announced they are starting to provide movies in the catalog.

    I'm having some minor problems as well, but everything is running smooth for me.

  • Level Design Help Files

    • JSadones
    • May 15, 2016 at 12:02 AM

    For people wanting to get into modelling for Source (With Blender)

    https://cloud.blender.org/p/game-asset-c…44a2a00d0d7e069 or http://store.steampowered.com/app/373020/?l=dutch

    I just bought it on Steam (€10 instead of min. 3months on Blender Cloud) and it seems good so far!

  • help with shadows

    • JSadones
    • May 14, 2016 at 9:45 PM

    Don't know if it's a bug or anything, but stick to the default values of the HDR ones. NEVER CHANGE them or you'll get up with those funky shadows.

    So just change your BrightnessHDR back to -1 -1 -1 1

  • help with shadows

    • JSadones
    • May 14, 2016 at 9:20 PM

    Did you edit the values of HDR in your light_environment?

  • Source Engine Optimization roadmap

    • JSadones
    • May 14, 2016 at 6:10 PM

    Just an FYI : The mediafire link doesn't work anymore and the Bananalink is 404 (for Man vs engine).

  • WIP in WIP, post your level screenshots!

    • JSadones
    • May 14, 2016 at 1:10 PM
    Quote from Squad

    23 hours ago, Squad said: Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit.

    Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map).

    Where is the green lighting in the back on the left side coming from? It looks kinda weird.

    Other than that, coming along nicely :)

    What does "ignore surface normals" do ? And why only do it with foliage ?


    Futher is there more of these things ? Like disable shadows (not shadow depth) for all props?

  • [WIP] De_Storage

    • JSadones
    • May 8, 2016 at 7:37 PM

    Can you mark the bombsites and spawns on your overview ?

    Other than that, work on your lighting, some places are too dark. And concider using the gray dev textures so not everything is ugly orange.

  • [W.I.P] de_malt

    • JSadones
    • May 5, 2016 at 11:14 AM

    Looks indeed a bit like dust, and with bombsites of cache.

    My thoughts in an image.[Blocked Image: http://i.imgur.com/5BMBOgs.png]

  • WIP in WIP, post your level screenshots!

    • JSadones
    • May 4, 2016 at 8:45 PM

    [Blocked Image: http://i.imgur.com/GC5T385.png]


    A few more weeks and finally it will be ready for playtesting !

  • de_vania - 5v5 Bomb Defusal Map [CSGO]

    • JSadones
    • May 4, 2016 at 12:29 PM

    Feedback is what makes things great, but asking feedback this early?

    You don't have any bombsites, you have 1 route for CT/T (I don't even know) and 2 for the other side? Really, work on something more and then share it. Don't have this mentality of sharing everything you have created in 2 hours.

    Don't take this as offensive, take this to work on it.

  • [CSGO]my first map: cs_seagull

    • JSadones
    • April 24, 2016 at 11:49 PM

    Already a nice start, really liking it so far.

    However some things I did not agree with the theme.

    • The painting on the wall outside is really nice, but I don't think it should be graffiti. Like what old rich lord and lady would have that ?
    • Inside it could use some modern furniture, and more modern setting. The outside is really modern designed and inside it looks like a plain room
  • CS:GO De_oldalley (wip)

    • JSadones
    • April 18, 2016 at 9:57 AM

    I like the clean look !

    For your screenshots:

    • bot_kick
    • cl_drawhud 0
    • r_drawviewmodel 0

    It will greatly improve the screenshots ! And use cl_leveloverview x for your overview! Keep on the great work.

  • [CS:GO] de_waterfall [wip]

    • JSadones
    • April 10, 2016 at 9:04 AM
    Quote from untor

    12 hours ago, untor said: I beg your pardon. Prior April 17, the update will not be. I ran out of the traffic on the internet .

    Sorry!

    I know your pain. 100GB bandwidth limit...

  • WIP in WIP, post your level screenshots!

    • JSadones
    • April 2, 2016 at 5:18 PM

    [Blocked Image: http://i.imgur.com/yZ9bbDj.jpg]

    Progress is slow but steady. Quite happy tho. Look at spoiler to see what it was 3 months ago I'll need to change the environment light/skybox, not to fond of the cloudy weather.


    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/389920012486473465/181B9A851887F5A1E2311A6F506C4F975A8748DC/]

  • CS:GO modeling (formats and programs)

    • JSadones
    • April 1, 2016 at 3:37 PM
    Quote from Vorontsov

    3 minutes ago, Vorontsov said: Get Modo and use @tomm's plugin. :D

    Had a look at it, and the price is a bit... too much...

  • CS:GO modeling (formats and programs)

    • JSadones
    • April 1, 2016 at 3:04 PM
    Quote from tomm

    5 minutes ago, tomm said: It's 2016 jeez, you shouldn't have to edit text files for every single thing.

    That wall of text could easily discourage anyone, especially beginners.

    What other ways are there besides WWMT?

  • CS:GO modeling (formats and programs)

    • JSadones
    • April 1, 2016 at 2:01 PM

    This article on the VDC is pretty straight forward to get your model ingame.

    And decompiling official models is always a good way to learn from it too!

  • ULTRAFLOW 2

    • JSadones
    • April 1, 2016 at 1:39 PM
    Quote from TheOnlyDoubleF

    17 hours ago, TheOnlyDoubleF said: ULTRAFLOW 2 is available on iOSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

    Finally!!! (after a loooooong administrative fight)

    Here!

    https://itunes.apple.com/us/app/ultraflow-2/id1052872570

    So happy

    And what about Windows Phone people ? You said it would release with IOS !!

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