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Posts by spa

  • de_icarus (former de_corp)

    • spa
    • February 19, 2018 at 5:20 PM

    Final release

    Is nice finally be done (although Im sure there's plenty of mistakes I have to catch). I might make another map at some point with everything I've learned from this process.

    I plan to make a small release later of some of the custom props and textures to share with the community.

    Thanks to everyone who helped! Feel free to comment.

    Resources

    • TopHATTwaffle for realworld textures and tutorials
    • Rick_D for CS_Agency textures and props
    • Skybex for Stadium/Workout texture references and props
    • Shawn Olson and Orvid King for WallWorm
    • Textures.com

    Special Thanks

    • Benjamin "Aranha" Thorhauge
    • Roald
    • PvtJelo
    • Horderp
    • Zool
    • JimWood
    • saicho91
    • duck_
    • thesammah
    • DeadNiko
    • Mapcore.org Community
    • /r/CSMapMakers Community
  • de_icarus (former de_corp)

    • spa
    • November 22, 2017 at 9:12 AM

    Thanks for the comment guys!

    cactus1549: Yeah it needs a more level lighting pass, probably also need to tweak the exposure.

    Eric_Chocholacek: Thats some good points I'll look into! Its indeed bombsite A as the pillar indicates, and no animations on billboards as players would find that distracting I think. I do like the idea of a nighttime setting (especially with all the white surfaces that easily burn out) but i think in general it makes it harder to get that even lighting that you need for competitive play without compromising on how it should be represented visually to make it look its best. Its exactly that constant tug of war between visuals and game play i find so fascinating in the decision making process of making a CSGO level!

  • Avalanche

    • spa
    • November 21, 2017 at 9:11 AM

    Looks great, glad you took it this far.

  • de_icarus (former de_corp)

    • spa
    • November 19, 2017 at 11:32 PM

    Hi Mapcore, I'm ready to share some progress on my map de_icarus (former de_corp here). Its been through some iterations and playtest and I've settled on the current layout. It still needs some

    polish and detailing in places, and skybox needs some love + callouts.


    Workshop Link

    Its been quite the ride so far on this map as its my first for csgo and hammer and im learning each step as they come. Its been absolutely great to have such a rich amount of tutorials and resources as well as community feedback, and general helpfulness!

    Full credit:

    Resources: - Rick_D for CS_Agency textures and props - TopHATTwaffle for realworld textures and tutorials - Skybex for Stadium/Workout texture references and props - Shawn Olson and Orvid King for WallWorm - Textures.com - VTFEdit - VIDE

    Playtesting and feedback: - Benjamin "Aranha" Thorhauge - Roald - PvtJelo - Horderp - Mapcore.org Community - /r/CSMapMakers Community

    Feel free to post any comments and questions!

  • Battlefront 2

    • spa
    • November 14, 2017 at 4:12 PM

    Dark: Congrats on a beautiful game. I'm really in awe of the artistic and technical achievement from you guys! Its too bad that there's so much controversy surrounding the game, but it arrives at a time i believe is a watershed moment for tripple A gaming. Secondary monetization seems to be on the agenda for all the major publishers right now, and its sad to see it taint your great work.

    Beck: This is not something "the vast majority of players" can just ignore. Just because you dont intend to spend money on vanity items or to climb grind walls it still begins to seep into how the games are designed: Not as best case experiences to enrich players but rather to test your patience and attempt to milk you dry. Mobile f2p games has made this possible to now exist in full priced games as peoples tolerance towards this has been lowered. But this should not be an excuse for developers to emulate this practice. The end result will be worse games all around and its honestly hard to be optimistic about the industry at this point, given the recent events and actions from Take2, EA and Activision.

  • Avalanche

    • spa
    • July 19, 2017 at 9:04 PM

    Seems like a really cool map and solid layout! Dig the theme and the env ideas like the lift and the diorama at CT spawn. Although i would really love if i could sit in the lift and defend the bomb post plant ;)

    B site seems really cool with the CT sniper position.


    Spoiler However i noted that the CT might have a rough time taking the low position there:

    Seems like CT needs some cover here or they are sitting ducks for the T's coming in opposite. The Upper position should be the "risky" one with little cover but more utility ?


    Also this can be really tight coming into the A site from door:


    Keep it up!

  • CoD WW2

    • spa
    • April 27, 2017 at 12:53 PM

    Yeah this is absolutely not for me. Its another "experience" thats more roller coaster than game. I can respect the effort and artistic achievements but i would want something that leaves me with questions and wonder rather than this assault on the senses. Its schmaltzy 'Bayhem' to the max.

  • POTUS 2016

    • spa
    • March 29, 2017 at 3:44 PM
    Quote from Beck

    1 hour ago, Beck said: I wish this was fake news...

    https://www.nytimes.com/2017/03/28/cli…hange.html?_r=1

    Im confident that Trump has talked to all the best experts on the subject of climate change and knows exactly what he is doing

  • Mass Effect Andromeda

    • spa
    • March 18, 2017 at 12:13 PM

    Watched some of the Giant Bomb stream and it really gave off the impression that this is done by Biowares B-team and just feels uninspired and under cooked. Even the main guy seems like a boring boyscout compared to Shepard. Writing was cringy and the faces ofc terrible but even the environments looked bland and by-the-numbers. Conceptually i like that they are going more open world with this franchise but it doesnt feel like Bioware/EA committed to this project the way the IP deserves. Im curious about the reception of the actual game but I dont have high hopes..

  • POTUS 2016

    • spa
    • February 16, 2017 at 8:46 AM
    Quote from twiz

    8 hours ago, twiz said: I like how most of the Republicans are all huffy and puffy about the fact Flynn's lying got leaked to the media. Same guys who said nothing about a foreign state hacking our officials and leaking that information, including classified documents. Oh wait that's because it was concerning HRC. NOW they get all butthurt about a leak.

    Add to this that Trump asked the russians to hack her emails in front of the press and that republicans have stated that those leaks were "good, because they revealed the truth".

    oh the hypocrisy..

  • How to properly apply Phong to my textures? (Source Engine)

    • spa
    • February 15, 2017 at 9:30 AM

    Are you sure that the alpha is working correctly in the base textures ? It needs to be dxt5 or BGRA8888 (BGR888 doesn't have alpha)

    You can view the channels in vtf edit.

  • [CSGO] NIGHT BOROUGH

    • spa
    • January 29, 2017 at 9:57 PM
    Quote from will2k

    1 hour ago, will2k said: If you check the map in-game, you would notice that this is exactly how the lighting setup in the map is.

    The env/ambient lighting is a very dim dark blue/greyish tone with street lights having light orange-ish light_spots. No yellow/orange in ambient light and no "artificial"/additional lights where no physical street light exists. you can see this setup in screenshot 5 for example.

    I experimented with a lot of lighting setup until I struck a sweet balance between a nice night atmosphere/ambience and visibility/gameplay. With street lighting being any dimmer or sparser, player readability/visibility will take a nosedive, and the map will be bordering on Dying Light/Left 4 dead territory which is cool but not in CSGO :D

    Yeah its always a super fine line when its playable, I think part of it is maybe that the skybox is very saturated blue and none of that really kicks in on the map, except the 3dskybox buildings. I can recommend checking out de_lite and de_coredump as two nightmaps that i think sell that night time mood a little better, while being playable - and i think its only a matter of slight tweaking here - could also be a postfx fix. Anyway its a great looking map overall, just wanted to throw my 2 cents :) good luck with it!

  • [CSGO] NIGHT BOROUGH

    • spa
    • January 29, 2017 at 9:19 AM

    Cool and well executed concept!

    I could totally see an overpass section thats even traversable for sniping along one of the vertical sections on the side.

    However i dont get the night feeling with so much orangy/yellow ambient. Try and experiment with a more blue ambient and have the orange light in concentrated spots where there's a "physical" source of light. hopefully there's a balance where it doesn't make it too difficult to play.

  • [Source] Weird lighting bug, help

    • spa
    • January 27, 2017 at 8:23 PM

    The fix I found was: (unless you already made it work by deleting the extra env_light)

    Create a env_cascade_light and name it under properties (for instance "cascade")

    Then create a logic_auto: under outputs tab:[ my output named: OnMapSpawned ; target entities named : "cascade" ; via this input: Kill]

    This worked for me and i have no idea if there's any drawbacks to it - please let me know if that's the case or there's a better method :)

  • POTUS 2016

    • spa
    • January 27, 2017 at 12:13 PM
    Quote from (HP)

    14 hours ago, (HP) said: Democrats and leftists at large usually call for gun control enforcement, not necessarily anti guns.

    Ask a republican and those two things are the same..

  • [Source] Weird lighting bug, help

    • spa
    • January 27, 2017 at 12:04 PM

    There is a fix for this i used myself, i can check when i get home (found it by searching this forum, but i cant seem to find it now..)

  • WIP in WIP, post your level screenshots!

    • spa
    • January 22, 2017 at 6:05 PM

    Still working on this. Decided to take a second look at the waterfront and clear out all the "terracotta-style" buildings that just cluttered up the view. I think this approach compliments the main building alot more:

  • [CS:GO] de_armory (before Lab)

    • spa
    • January 13, 2017 at 8:45 PM

    My impression from playtest:

    I really like this map alot! The theme is great with the grungy elements used in a cool way with the military flavour (still love the tank). The 2 sites are the thematic centerpieces which they should be (and alot of maps miss). The drops from the CTs on the platforms are awesome! rotations and balance also seemed pretty spot on.

    layout:

    This long stretch of railing is a little brutal and i think it could be broken up in some interesting ways: maybe add a small booth to control the crane (like that higher up section that players cant reach) but with glass windows towards the tank?


    This area feels like its the lobby/main entrance area and i think it needs to reflect that in the layout as well as connect to the rest of the map. the two paths going to mid im a little unsure about:

    its not a very strong "choice" which of the 2 paths the T's commit to here (when coming from T spawn into mid) - sure one leads to a door and the other is more open, but i feel a branching path like this needs a little more justification (usually it would be differentiate between tempo, risk and/or positioning) or give some alternate way of supporting whoever goes the other path.

    smaller details:

    the "fake" door on the right isnt blocked off as clearly as the one in B and can be confused with the openable door thats close.

    I like this pit for dramatic effect but it produces some annoying coli - either fence it or have a death pit :) (maybe some toxic waste from the tank-production?)

    Finally there's 3 openable doors which is maybe a couple too many - it can be a bit confusing if there's more than one of them, as doors are usually used as call outs. I like the one at B the most and would keep that and rethink the others. I think the way T enters mid could be changed too given some stronger choices. (maybe one is elevated for sniping but requires a drop ?)

    Please take this map all way dude! (unless your next map is as progressively better as this one is)

  • [CSGO] de_Aurora (WiP feedback thread)

    • spa
    • January 10, 2017 at 2:01 PM

    Great and original concept! Hope you can take this all the way. Is there a possibility to make it snow in Hammer ? :)

  • [CS:GO] de_armory (before Lab)

    • spa
    • December 21, 2016 at 6:25 PM

    This looks great dude! How about de_armory? I love the tank!

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