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  3. maxlevelboi

Posts by maxlevelboi

  • [WIP] de_monaco

    • maxlevelboi
    • May 1, 2016 at 5:34 PM

    Wowa this is looking damn fine :D!

  • Max Forsberg - Level Designer

    • maxlevelboi
    • April 19, 2016 at 1:46 PM
    Quote from blackdog

    On 4/12/2016 at 1:08 AM, blackdog said: On the Aqueduct page I see the Unity project as the first screenshot (on the left of "Goals and Achievements")

    Thanks man I got it fixed : -)!


    Also my portfolio got a rework check it out http://www.maxforsberg.se : -)

  • Max Forsberg - Level Designer

    • maxlevelboi
    • April 11, 2016 at 12:26 AM
    Quote from spence

    On 2016-04-09 at 10:52 PM, spence said: The looped gifs when you hover over the images are a great touch, love it. Make sure that the content/body of each page has the correct information which you wish to convey. I think all but one of the pages I visited had at least one paragraph or section which looks like it belongs on the page for your CS:GO level. I'm guessing you're using one page as a 'template' and then copying/modifying it when you add a new project to your portfolio? Nothing wrong with this, but if you haven't written the content for each different project and the pages are not complete, then make them inaccessible until they are complete, as noted above.

    I will updatethe texts tomorrow to adress the issue : -)! Thanks for checking out my portfolio and leaving feedback!

  • ..

    • maxlevelboi
    • April 8, 2016 at 12:37 PM

    Consider lowering the quality of your images since they take a very long time to load : -)

  • Max Forsberg - Level Designer

    • maxlevelboi
    • April 4, 2016 at 12:05 PM
    Quote from ng.aniki

    1 hour ago, ng.aniki said: I really like your video about the counter-strike map, really interesting to know more about your process. It's a very good point in my opinion.

    About your Work In Progress: -If there is no content at all, remove the whole picture from your portfolio, or make it hidden to the visitor. -If there is content, either remove it completely if you are not satisfied by the quality, or replace the big black picture by a nice one. No one should see those pictures: No one will come regularly on your portfolio to see if you added something for those black vignettes.

    Thanks man : -D! Going to fix this right now!

  • Max Forsberg - Level Designer

    • maxlevelboi
    • April 4, 2016 at 1:13 AM

    Heya I am going to be applying for internship within a months time and I need to make sure my portfolio will stand the test! : -)!

    Don´t hold back, if anything annoys you tell me : -) It is a work in progress but I feel as if feedback won´t hurt!


    maxforsberg.se


    Feel free to add me on steam if you want to discuss the portfolio

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • February 8, 2016 at 11:37 AM
    Quote from Vaya

    Feedback from last nights reddit playtest. The map has potential but the layout is a bit like an overdesigned dust2 and needs much work.

    • Yellow - Start off simple - you have 3 squeaky doors! that's way too many for most maps. I would keep the alley one- I quite like this area for some reason, it feels unique- and rework the other 2 chokes (more on that below)
    • Red - Middle is a mess. There's so many mini angles and spots that can be played that makes it horrible to hold for CTs. The window at purple creates lots of off angles and is not fun to play around. The blue container jump at CT side should be removed completely as it just makes another spot to play. I would be looking to removing the current design of middle and simplifying massively- no window and no blue container selfboost.
    • Brown - A site needs a rework in term of space. I'd remove the fork like and make the site larger. It's too tight in places and is too small overall
    • Orange - The entrances to B are too parallel and boring. I would suggest moving the site slightly inwards and have the outside path coming in from another angle (maybe from the left?). Reworking the upper squeaky into something more fun to play would help dramatically.
    • reduce the amount of props at the bombsites/in general. People in my lobby we complaining about performance hits.

    I guess the crux of the issue is that you're still doing a bit too much of everything when you could do better with less.

    Add me on steam if you want to discuss further

    [Blocked Image: http://i.imgur.com/NLif0sb.png]

    Thanks for the feedback will add you : -)!

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 23, 2016 at 4:51 PM
    Quote from Vaya

    its looking better every time you post it. I've provide more specific feedback of what I think you should change soon

    Small steps : -)! Looking forward to the feedback yo ;)

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 23, 2016 at 3:56 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667

    Changes:

    [*]Still trying to fix the portalissue I have with the weird leak[*]Moving towards a more consistent theme[*]More optimization has been done[*]Added the helicopter at the CT spawn[/list][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056417361/21462220BE06BD3EC2DC46199854663D5004023D/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056420482/46432D039A5BBDEDC99910A5A6DCA85D9D073336/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185056417087/D4121DB4F3918F62BC17CDBF289BBAF061B8B3A4/]

  • [CSGO] de_rust

    • maxlevelboi
    • January 22, 2016 at 12:28 PM

    Gonna follow this for sure : -)!

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 20, 2016 at 10:43 PM
    Quote from El_Exodus

    I heavily suggest you to read will2k's optimization paper which Squad linked in the other thread. I just had a short walk around your map and used r_drawfuncdetail 0. It really looks like you func_detailed brushes without really knowing when you should do that and when not. A lot vis blocking brushes were set to func_detail and a lot which should be, weren't. Optimization is still mediocre on your map. Usually i get 240fps+ on fully detailed maps (using fps_max 241) and on your map i have only 120fps very often. There is plenty to do ;)

    I agree : -)! Optimization is a new field for me and I am leaning new cool things, I am getting through will2ks documentation piece by piece

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 20, 2016 at 6:05 PM
    Quote from Logic

    You should write it in the post

    Sorry forgot! Will do it right now : -)!

    Done! Thanks for reminding me : -)!

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 20, 2016 at 5:49 PM

    Another one (patch that is)

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667

    Patch notes:

    • Deathmatch spawnpoints that were reported to put players inside of things are fixed
    • Func_detailed to the cap that Hammer allows
    • Optimized the level a bit but it will continue to be optimized (Looking into how Aztec was optimized which gave me a lot of ideas), I personally went from 19 FPS in some areas to 120+ constant
    • Improved the Aqueducts graphics and personality


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044029124/0735311F04A40BD458B2BAF21D8FBC777BF5A7EE/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044030105/CA876A0E6CCA89E2ACF0E7BF778D9C512989254A/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365157185044031047/3333D2DDEC6B4658BA107567E7FDF41AA1FEEF9A/]

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 19, 2016 at 6:22 PM
    Quote from Bodd Jonar

    You can search for "log" in your csgo folder, after a compile, the latest compile log will be at the top. In the log, simply search for "numportal" and see what number it says. I started out with something like 17k which is way to much, got it down to around 2900 after hours of func detailing.

    Func_detailing is the way to go!

    Quote from biXen

    Simple debugging really, create a temporary file where you delete 20 things, recompile and check. Delete 20 more things, recompile and check. If it suddenly works, take back the last 20 things and delete 5 of them, recompile and check etc. until you get to the one thing that's causing the problem.

    Usually results in finding the problem. Unless you've really screwed up something

    But make all details func_detail the sooner the better, it's insane how much time is wasted in the compile until you do.

    Func_detailing the hell out of my level when I come home B -)!

    Quote from Vaya

    I think this enforces the point I was making before about you having too much going on. you could probably improve the feel (and optimisation) of the map by simplifying areas and having less brushwork/props.

    Will cut down on brushwork as much as possible : -)!

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 19, 2016 at 1:11 PM
    Quote from Squad

    I stronly recommend to read @will2k's Man vs Engine. It covers func_detailing, as well as areaportals, occluders and more.

    Basically, when you check off all visgroups except for world brushes, you should be left with basic square rooms preferably.

    Here's an example of HL2 with everything disabled but world brushes. It's not the world's best example, since they forgot to func_detail some brushes, but you can see it gets rather empty when disabling func_details

    [Blocked Image: http://developer.valvesoftware.com/w/images/c/cb/C17plaza-worldbrush.jpg]

    If you're done optimizing your map, there should be a good chance the leak issue will be solved automatically, as @El_Exodus already mentioned.

    Thank you so much for the help : -)! I am for ever in debt to this community!

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 19, 2016 at 10:01 AM

    I have never learnt what to keep as brushes and what to make into func details but I assume I should go a bit more crazy with my func_detailing?

    Quote from 3Dnj

    Don't test leaves performances with Vvis in fast, you need a full compile to check if they are working well. Because fast don't calculate visibility between leaves.

    also this kind of error can happen when your leaves are damn too complicated, something like this :

    [Blocked Image: http://i67.tinypic.com/4jvmme.jpg]


    Also 90% brushes, that's a huge map !!

    (The Aqueduct is made out of a lot of brushes hehe)

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 19, 2016 at 8:28 AM
    Quote from Squad

    Can you post the compile log? Also, are you using (horizontal) areaportals in your map?

    I will post it right now : -) and I tried without areaportals problem remains (no Idea if they are horizontal or not(?))

    karam/karam.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    m9_bay/knife_m9_bay.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    t/knife_t.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    tactical/knife_tactical.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m
    249para/m249.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n
    egev/mach_negev.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2
    23/pist_223.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c
    z_75/pist_cz_75.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d
    eagle/pist_deagle.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e
    lite/m9a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f
    iveseven/fiveseven.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g
    lock18/pist_glock18.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h
    kp2000/pist_hkp2000.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p
    250/p250.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t
    ec9/pist_tec9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak
    47/ak47.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au
    g/rif_aug.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa
    mas/rif_famas.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga
    lilar/rif_galilar.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
    a1/rif_m4a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
    a1_s/rif_m4a1_s.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg
    556/rif_sg556.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m
    ag7/shot_mag7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n
    ova/shot_nova.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s
    awedoff/shot_sawedoff_01.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x
    m1014/shot_xm1014.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi
    zon/bizon.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma
    c10/smg_mac10_1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
    7/smg_mp7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
    9/smg_mp9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9
    0/smg_p90.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um
    p45/smg_ump45.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a
    wp/awp.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g
    3sg1/snip_g3sg1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    car20/snip_scar20.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    sg08/snip_ssg08.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
    sg08/snip_ssg08_scope.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r
    evolver/pist_revolver.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    falchion_advanced/knife_falchion_advanced.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
    push/knife_push.vmt.
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
    l Offensive\csgo\materials
    Loading C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.vmf
    Map revision 6304
    Can't find surfaceprop panel for material METAL/PRODVENTA, using default
    Can't find surfaceprop stone for material DE_CBBLE/SANDSTONE_WALL_01, using defa
    ult
    Patching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_salm
    on1_blend_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tilec_
    blend_diffuse _wvt_patch
    Patching WVT material: maps/de_aqueduct/de_nuke/nukblenddirtgrass_wvt_patch
    Patching WVT material: maps/de_aqueduct/concrete/blend_blacktopsand_01_wvt_patch

    Patching WVT material: maps/de_aqueduct/de_mirage/plaster/de_mirage_plaster_blue
    1_blend_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/ground/de_mirage_ground_tileh_
    blend2_diffuse_wvt_patch
    Patching WVT material: maps/de_aqueduct/de_mirage/base/de_mirage_top_ver1_blend_
    wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...

    DRASTIC MEMORY OVERFLOW: Fell out of small block heap!


    Merged 5284 detail faces...done (3)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.prt...Building visibil
    ity clusters...
    done (0)
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (2824064 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 12300 texinfos to 8673
    Reduced 511 texdatas to 466 (16836 bytes to 15415)
    Writing C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.bsp
    12 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
    e Global Offensive\bin"
    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
    lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
    on\Counter-Strike Global Offensive\csgo" -fast "C:\Users\stmafo1\Google Drive\de
    _benq\de_aqueduct"
    -------------------------------------------------------------------------------

    CDynamicFunction: Loading library 'Kernel32.dll' (779F0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77ECBEC
    0
    Valve Software - vvis.exe (Dec 17 2015)
    fastvis = true
    4 threads
    reading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    reading c:\users\stmafo1\google drive\de_benq\de_aqueduct.prt
    2549 portalclusters
    8395 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 308495 visible clusters (0.00%)
    Total clusters visible: 5093328
    Average clusters visible: 1998
    Building PAS...
    Average clusters audible: 2539
    visdatasize:1573731 compressed from 1631360
    writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    3 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
    e Global Offensive\bin"
    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
    lobal Offensive\bin\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\com
    mon\Counter-Strike Global Offensive\csgo" -noextra "C:\Users\stmafo1\Google Driv
    e\de_benq\de_aqueduct"
    -------------------------------------------------------------------------------

    CDynamicFunction: Loading library 'Kernel32.dll' (779F0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77ECBEC
    0
    Valve Software - vrad.exe SSE (Dec 17 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']

    Loading c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    Setting up ray-trace acceleration structure... Done (5.11 seconds)
    22491 faces
    8 degenerate faces
    1044030 square feet [150340336.00 square inches]
    45 Displacements
    16038 Square Feet [2309514.75 Square Inches]
    22483 patches before subdivision
    153037 patches after subdivision
    sun extent from map=0.087156
    21 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (146)
    transfers 43822893, max 3863
    transfer lists: 334.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(419413, 305993, 253434)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(84132, 56300, 40820)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(17360, 10716, 6935)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(3993, 2261, 1293)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(959, 497, 252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(244, 116, 52)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(65, 28, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(18, 7, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(5, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0453 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 115/1024 5520/49152 (11.2%)
    brushes 7300/8192 87600/98304 (89.1%) VERY FULL!
    brushsides 55155/65536 441240/524288 (84.2%) VERY FULL!
    planes 25010/65536 500200/1310720 (38.2%)
    vertexes 44810/65536 537720/786432 (68.4%)
    nodes 5539/65536 177248/2097152 ( 8.5%)
    texinfos 8673/12288 624456/884736 (70.6%)
    texdata 466/2048 14912/65536 (22.8%)
    dispinfos 45/0 7920/0 ( 0.0%)
    disp_verts 3613/0 72260/0 ( 0.0%)
    disp_tris 5952/0 11904/0 ( 0.0%)
    disp_multiblend 0/0 0/0 ( 0.0%)
    disp_lmsamples 48146/0 48146/0 ( 0.0%)
    faces 22491/65536 1259496/3670016 (34.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 18175/65536 1017800/3670016 (27.7%)
    facebrushes 1445/0 2890/0 ( 0.0%)
    facebrushlists 22491/0 89964/0 ( 0.0%)
    leaves 5655/65536 180960/2097152 ( 8.6%)
    leaffaces 29152/65536 58304/131072 (44.5%)
    leafbrushes 13964/65536 27928/131072 (21.3%)
    areas 13/1024 104/8192 ( 1.3%)
    surfedges 181235/512000 724940/2048000 (35.4%)
    edges 118406/256000 473624/1024000 (46.3%)
    LDR worldlights 21/8192 2100/819200 ( 0.3%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 4/32768 48/393216 ( 0.0%)
    waterstrips 3002/32768 30020/327680 ( 9.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 60246/65536 120492/131072 (91.9%) VERY FULL!
    cubemapsamples 36/1024 576/16384 ( 3.5%)
    overlays 451/1024 158752/360448 (44.0%)
    LDR lightdata [variable] 9235976/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1573731/16777216 ( 9.4%)
    entdata [variable] 190765/393216 (48.5%)
    LDR ambient table 5655/65536 22620/262144 ( 8.6%)
    HDR ambient table 5655/65536 22620/262144 ( 8.6%)
    LDR leaf ambient 25140/65536 703920/1835008 (38.4%)
    HDR leaf ambient 5655/65536 158340/1835008 ( 8.6%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/133344 ( 0.0%)
    pakfile [variable] 2801171/0 ( 0.0%)
    physics [variable] 2824064/4194304 (67.3%)
    physics terrain [variable] 8228/1048576 ( 0.8%)

    Level flags = 4

    Total triangle count: 63959
    Writing c:\users\stmafo1\google drive\de_benq\de_aqueduct.bsp
    3 minutes, 52 seconds elapsed
    CDynamicFunction: Closing library 'Kernel32.dll' (779F0000)

    -------------------------------------------------------------------------------
    Running command: copy "C:\Users\stmafo1\Google Drive\de_benq\de_aqueduct.bsp" "C
    :\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csg
    o\maps\de_aqueduct.bsp"
    -------------------------------------------------------------------------------

    Finished. Press a key to close.

  • de_aqueduct new level in need of feedback BAD!

    • maxlevelboi
    • January 18, 2016 at 8:57 PM

    There is now two servers running my level if you are interested in playing online : -)

    http://steamcommunity.com/workshop/filed…06248626271383/

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 18, 2016 at 11:59 AM

    Ran without vis and it is for sure visleafs that are at fault!

  • [Source] Need help with strange leak

    • maxlevelboi
    • January 18, 2016 at 9:01 AM

    Compile log incoming as soon as possible and I will try the Load Portal File : -)!

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