Published on the Ol Workshop Please test it if you have timehttps://steamcommunity.com/sharedfiles/fi…/?id=2546873652
Posts by maxlevelboi
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Literal walk-trough of the levelExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Ahoy, I am working on Aqueduct again The major changes: * The bombsites are connected to the supports of the Aqueduct, bringing the Aqueduct to the foreground instead of the background * Altering the map overall to detach it from the "This is a plain Dust2 copy" that it was branded as before * Actually using references this time The old release: https://steamcommunity.com/sharedfiles/fi…s/?id=600728667 Thank you for taking the time to read the post![Blocked Image: https://i.imgur.com/HPOBa8z.png]
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The light_env is casting some very harsh shadows causing the level to be hard to read, a slight angle and less contrasting light could really help the level Play with the shadow control entity to get a nice balance of shadows and light
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I wasn't sold on the game until I saw your post, great stuff!
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Spoiler CT Spawn:[Blocked Image: https://i.imgur.com/nl18cXr.jpg]
A site:[Blocked Image: https://i.imgur.com/1NBsKTi.jpg]
Playing around with the exterior of the map:[Blocked Image: https://i.imgur.com/8Fk8rv8.jpg]
Banana to A:[Blocked Image: https://i.imgur.com/MsXJjRP.jpg]
T spawn:[Blocked Image: https://i.imgur.com/5b3eYRi.jpg]
Mid from T spawn:[Blocked Image: https://i.imgur.com/6oGVBLY.jpg]
Another picture of A site:[Blocked Image: https://i.imgur.com/f3mkUE0.jpg]
Mid from CT Spawn:[Blocked Image: https://i.imgur.com/xbhsS7d.jpg]
B Site:[Blocked Image: https://i.imgur.com/SUkMJnG.jpg]
More B site:[Blocked Image: https://i.imgur.com/IcYxLm8.jpg]
BBB Site:[Blocked Image: https://i.imgur.com/A8ZF3Iv.jpg]
New top down:[Blocked Image: https://i.imgur.com/Mm9REw1.jpg]
New workshop page for playtesting:https://steamcommunity.com/sharedfiles/fi…/?id=1364731910
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I made a workshop page, if you have time to check it out and give your opinion I would greatly appreciate it! Workshop page: http://steamcommunity.com/sharedfiles/fi…/?id=1351674742
Workshop name if you just want to copy paste it: de_segovia_test
Cheers,
Max "Steam workshop font" levelboi
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Hello, I have been working on the level and here is a update: Also I say farewell to the Orange and grey dev grid textures, may you rest in peace old faithful!
Updated version:
Spoiler Top Down[Blocked Image: https://i.imgur.com/mwhFOE3.jpg]
One way drop from CT and Mid to B[Blocked Image: https://i.imgur.com/9cmMXtE.jpg]
B Bombsite[Blocked Image: https://i.imgur.com/R8fVSZz.jpg] Ts approach to B[Blocked Image: https://i.imgur.com/xyOfset.jpg][Blocked Image: https://i.imgur.com/h90ENCx.jpg]
Ts mid view[Blocked Image: https://i.imgur.com/0t6PSmI.jpg]
CT Spawn[Blocked Image: https://i.imgur.com/kAYA58X.jpg]
CTs side of A Spawn[Blocked Image: https://i.imgur.com/UlaQKXw.jpg]
CTs view of the path from T spawn to A[Blocked Image: https://i.imgur.com/tYE9qYL.jpg] CTs view of mid[Blocked Image: https://i.imgur.com/soxrNAp.jpg]
OLD Version (Keeping it in this post to make sure I keep an archive of the development of this level):
Spoiler Radar top down (Blue is water)
[Blocked Image: https://i.imgur.com/BQ9uHmH.jpg]
CT Spawn
[Blocked Image: https://i.imgur.com/6TdpU3O.jpg]
T Spawn
[Blocked Image: https://i.imgur.com/UY4gOlG.jpg]
T approach to A
[Blocked Image: https://i.imgur.com/t3KUY63.jpg]
CT Approach to A
[Blocked Image: https://i.imgur.com/QStiJJb.jpg]
Middle from T Spawn
[Blocked Image: https://i.imgur.com/7toWsSi.jpg]
Middle from CT Spawn
[Blocked Image: https://i.imgur.com/nB1payq.jpg]
CTs vantage point towards B
[Blocked Image: https://i.imgur.com/xXbucwp.jpg]
Ts vantage point towards B
[Blocked Image: https://i.imgur.com/EfCHmQy.jpg]
B site
[Blocked Image: https://i.imgur.com/gqDtaWY.jpg]
One way drop down from Middle and CT spawn
[Blocked Image: https://i.imgur.com/IRxuC3J.jpg]
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Ahoy,
I have started a new de_ project nicknamed "Segovia": Test map on Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1364731910
Currently using Spain as my referenceland If you have criticism/thoughts/ideas please add me on Steam or grab me on Discord :)! Steam: http://steamcommunity.com/id/eatbeavers/ Discord: Maximalt#1790
Latest version:
Spoiler CT Spawn:[Blocked Image: https://i.imgur.com/nl18cXr.jpg]
A site:[Blocked Image: https://i.imgur.com/1NBsKTi.jpg]
Playing around with the exterior of the map:[Blocked Image: https://i.imgur.com/8Fk8rv8.jpg]
Banana to A:[Blocked Image: https://i.imgur.com/MsXJjRP.jpg]
T spawn:[Blocked Image: https://i.imgur.com/5b3eYRi.jpg]
Mid from T spawn:[Blocked Image: https://i.imgur.com/6oGVBLY.jpg]
Another picture of A site:[Blocked Image: https://i.imgur.com/f3mkUE0.jpg]
Mid from CT Spawn:[Blocked Image: https://i.imgur.com/xbhsS7d.jpg]
B Site:[Blocked Image: https://i.imgur.com/SUkMJnG.jpg]
More B site:[Blocked Image: https://i.imgur.com/IcYxLm8.jpg]
BBB Site:[Blocked Image: https://i.imgur.com/A8ZF3Iv.jpg]
New top down:[Blocked Image: https://i.imgur.com/Mm9REw1.jpg]
New workshop page for playtesting:https://steamcommunity.com/sharedfiles/fi…/?id=1364731910
Cheers and thank you for going through this post, Max
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I really like the way you have evolved the web page : )! And the levels are hella good as well

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Feels very cozy :)!
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Make what you want to make and it will be good, Hammer Creation Kit Unreal Engine whatever it is all just tools
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I understand that this might be a awkward thing to ask for but could I have the vmf? I will check it when I come home and see if I see anything crazy
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I recommend taking the entire compile log through this sites log checker http://www.interlopers.net/errors/
It will give you advice on how to proceed if there is an error in the compile log, it could also be something caused outside of the compile log
Since I do not have any screenshots of the error I am unable to make an assessment
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If you are thinking about going down the Level Design route I would say that the assets polycount and texturescale matter a lot less then if you would like to go down the Env Art route
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Ahoy,
I personally hold the Valve games in high regard because they come with games that has everything, a load of assets and functions that you can use
How long have you been making levels? Do you have any works out on the web? -
Heya,
We are opening a studio in Stockholm :)!
It is going to be led by Patrick Bach former studio manager at DICE!
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Quote from Squad
3 hours ago, Squad said:
Actually, you should use the cordon tool for that, no need to work with seperate vmf's at all. Just divide the map in half using the cordon tool > compile > check ingame. If it doesn't crash, move the cordon to the other half and check that part. If it crashes, make the cordon box half its size and repeat the process.
Also, I'm not sure what the minimum distance between spawn entities and ground should be, but 16 might be kinda narrow. Don't be afraid to move them up like 64 units or so (if there's no ceiling in the way, that is).
I did not know that tool existed! Thanks for the tip : D
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Something I like to do is to cut my map up in 4 quadrants and then I compile them in separate vmf files, this way I can find the error by narrowing down the area where the crash occurs.
Repeat the cutting of quadrants until you end up with your crasher!