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Posts by Lain

  • CSGO de_ellora first detail pass done!

    • Lain
    • August 21, 2016 at 11:56 AM

    Stone blocks on age-old temple are weathered, cracked and imperfect due to the means of creation at the time. They are going to be very imperfect, you should definetly displace ground such as what you have in pictures 2,3 and 4.

  • WIP in WIP, post your level screenshots!

    • Lain
    • August 1, 2016 at 7:53 PM
    Quote from Beannie

    4 minutes ago, Beannie said: Been working on a Tf2 map for while for the Frontline community update (Hope it becomes a future update) and this is what i have done so far

    Still in its beta stages , gonna start to detail more after i get more feedback ( last image was something magical that happened to the spy)

    This looks really stunning detail-wise, but you need to get it into a tf2maps.net impromptu test ASAP. Just go to the TF2maps Steam group, join the chat, and then type "!add" to see how to add your map into the rotation for the daily testing. There are like 30+ people there at all times so figuring out the system shouldn't be too hard. At the end of the test you can get feedback (along with coordinates for said feedback) at feedback.tf2maps.net. Hope to see you there :)

  • Ensuring Fair Gameplay on Night Maps?

    • Lain
    • July 28, 2016 at 5:24 PM

    You make the map not actually dark. Look at these maps for instance,

    cp_metalworks

    [Blocked Image: http://comp.tf/w/images/thumb/3/33/Metalworks_Second.jpeg/800px-Metalworks_Second.jpeg]

    Not actually dark, the skybox and OOB areas may be barely lit, but the ground and places where the players are actually engaging is lit up very well.

    de_inferno_cz

    [Blocked Image: http://puu.sh/qhzfQ/178d662fed.jpg]

    [Blocked Image: http://puu.sh/qhzh0/7d55c7b080.jpg]

    While slightly more dimly lit, i think it still holds the same values as metalworks. Strong unnatural lighting along with brighter textures makes the level a lot more fair on gameplay while still keeping the night aesthetic.

    de_lite

    [Blocked Image: http://i.imgur.com/orug1RP.jpg]

    [Blocked Image: http://i.imgur.com/r79JDDp.jpg]

    same scenario

  • WIP in WIP, post your level screenshots!

    • Lain
    • June 30, 2016 at 11:55 AM

    no idea what i'm doing for this game tbh

    [Blocked Image: http://i.imgur.com/3w0msIa.jpg]

  • WIP in WIP, post your level screenshots!

    • Lain
    • April 27, 2016 at 8:36 PM

    Experimental gamemode, King of the Point. Red starts out with the point and a 5 minute timer, and Blu has to capture and hold for 1 minute. Setup time and all that so that Red can setup a forward defense. Haven't started Red's side yet. Aimed at competitive 6v6 / 9v9

    [Blocked Image: http://i.imgur.com/Uh7kSCN.jpg]

    [Blocked Image: http://i.imgur.com/D0tejNs.jpg]

    Single-staged capture point level for pubs / 9v9. (The rain doesn't looks as terrible in motion, trust me.)

    [Blocked Image: http://i.imgur.com/L0UTINW.jpg]

    [Blocked Image: http://i.imgur.com/xx9zV4s.jpg]

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

  • Mapping Community Voiceserver

    • Lain
    • March 10, 2016 at 9:33 AM

    I always wondered as to why you guys don't have a text chat going on like Tf2maps does.

    It's full of people all the time talking and random stuff, makes the community feel like a family.

  • CS:GO Blog - Lighting and Shader Improvements

    • Lain
    • February 25, 2016 at 11:00 AM

    Suprised Source is still alive and kicking, and looking pretty while doing it.

    + Those hammer improvements make me a little envious of you CSGO guys :sad:

  • WIP in WIP, post your level screenshots!

    • Lain
    • February 23, 2016 at 2:28 AM

    Not exactly pretty right now, but WIP images of the first stage of my payload map.

    I have to create new textures and models for this new theme, too. A 1970's english city.

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