Wowa this is looking damn fine :D!
Posts by maxlevelboi
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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 : -)
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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!
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Consider lowering the quality of your images since they take a very long time to load : -)
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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!
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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!
Feel free to add me on steam if you want to discuss the portfolio
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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
Thanks for the feedback will add you : -)!
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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/]
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Gonna follow this for sure : -)!
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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
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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/]
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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 biXenSimple 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 VayaI 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 : -)!
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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!
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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 3DnjDon'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)
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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_patchPatching 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 FinishObject 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.
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There is now two servers running my level if you are interested in playing online : -)
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Ran without vis and it is for sure visleafs that are at fault!
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Compile log incoming as soon as possible and I will try the Load Portal File : -)!