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  3. Shibou

Posts by Shibou

  • [CS:GO] de_Cuba

    • Shibou
    • March 18, 2016 at 1:14 AM

    Almost done with greyboxing the basic layout.

    Next step would be some testing, any volunteers around ?

    Spoiler

    T-Spawn from CT-Drop

    Site B from various angles.


    Inside Apps

    Entrance to Connector from A-Main/Garden

    Entrance to connector from Mid, and last pic is Site A


    I am allready aware of the darkness inside some interior parts, that'll be fixed.

    What do you guys think?

  • [CS:GO] de_Cuba

    • Shibou
    • March 16, 2016 at 10:51 PM

    Just some recent pictures.

    Spoiler


    Garden at A-Main

    Mid with path to connector

    I wanted to make mid a bit wider as some other path are more narrow

    View to Site A and A-Main

  • De_forlorn WIP

    • Shibou
    • March 16, 2016 at 8:27 PM
    Quote from will2k

    3 hours ago, will2k said: he offices/labs area coming to life

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

    And here are 2 bonus screenshots from the Ts and CTs sides of the map respectively /emoticons/[email protected] 2x" title=":)" width="15">

    Did i just found Gordons Lab?

  • [CS:GO] de_Cuba

    • Shibou
    • March 14, 2016 at 6:23 PM

    Because @Terri requested an overview i am posting it now:

    I have been working on height variantions today but ofc I am far away from any big changes, anyway some screens for you:

    Spoiler

  • [CS:GO] de_Cuba

    • Shibou
    • March 13, 2016 at 11:31 PM

    Just to show you guys there is some progress going on I am now going to post some very much non impressive screens of the greybox. I finished the basic layout, yet still without height variations, which i'll include in the next stage.

    Quote

    Look from T-Spawn to Garden and A-Main.


    Look from Doors (lower Mid) to T-Spawn ... there is an unwanted direct sightline to T-Spawn thats not intended but i just noticed when uploading that screenshot :?

    CT-Spawn looking towards B.

    View from lower Mid through doors.

    Inside sniper position, looking to lower mid.

    Display More

    I hope you are not to much not impressed. Any suggestions are highly appreciated.

  • [WIP] de_throne (based on a map some of you might know)

    • Shibou
    • March 13, 2016 at 11:22 PM

    Very interesting Layout. For that early stage you are allready having alot of textures and details.

    I think you are having very much boosting postions. If i read your layout right a rotation from the right Bombsite to the left one by taking the route over the upper spawn (CT I guess) will be impossible. The long sightline from left to right bombsite is very AWP-friendly. Taking into consideration that the upper route is only usable if you got someone to boost rotation might become a big issue here.


    But still it looks very intersting all those boosts might enforce teamplaying.

  • [WIP] [CS:GO] de_Fabric map.

    • Shibou
    • March 13, 2016 at 10:41 PM

    For your first map this one is realy great! You even got minimap and location names included, thats realy great IMO.

    At first try CTs and Ts arrived almost the same time at A, which isnt necessarily a bad thing. That layout itself is a bit blocky but that can be fixed easily whilst detailing the map.

    I think the middle part has to many (narrow) connections (which are invisible on yur minimap).

    I am wondering how the truck cam to the second floor without any street leading there :D

  • [CS:GO]de_thrill

    • Shibou
    • March 13, 2016 at 6:31 PM

    What i see so far doent look like early WIP. I want to test it now! :D Will the terrorists come by for a quick ride on the rollercoster?

    This looks amazing, plese show us more soon!

  • de_contract

    • Shibou
    • March 13, 2016 at 4:14 PM

    First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it! :D

    in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.

    At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.

    I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.

  • Texture watching tool for CSGO

    • Shibou
    • March 13, 2016 at 12:48 PM
    Quote from tomm

    Use at your own risk though! I won't take responsibility for your pc blowing up :v

    My Computer just exploded, but untill then it was looking very usefull! :D

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • Shibou
    • March 13, 2016 at 11:02 AM

    3kliksphilip made a video on that topic: https://www.youtube.com/watch?v=IJCpXPq8Bhw

    Maybe this could be some help too.

  • de_contract

    • Shibou
    • March 10, 2016 at 10:50 PM
    Quote from Quotingmc

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063819/462C2152E0C372F1BB61C7B46834146432856242/]

    (Credits to Yanzl for the rock props)

    These rock alter the strickt layout of the map by adding some natural feature to it. I realy like the idea, yet they are looking a bit artificial. Right now i've got no idea where you plan to implement them on your map but i thing they'll make out great if you'll "inhumify" them a bit more. Perhaps by adding more alteration in their maximum height they somehow appear more like a wall instead of rocks. ... just my thoughts on it.

  • WIP de_bay

    • Shibou
    • March 10, 2016 at 10:34 PM

    Bomb site B looks quite interesting. Right now Site A cant keep up with it. I am very curious how this map will make up.
    When cant i test it? :D


    About Ramp on T-Spawn: maybe shifting T-Spawn position to a height-leven in between ground and the way towars Site B, so you'd have a ramp on your left thats leading upwards and one on your right that would lead down to A and Mid ...

  • [CS:GO] de_Cuba

    • Shibou
    • March 9, 2016 at 6:04 AM

    I started a first greyboxing, based on layout v0.3c. RIght now i can confirm Logics concerns about narrow paths, but that can be solved easily.

    I am a bit more worried about rotation timings. A Rotation from B --> B-Main --> Min --> Connector --> A takes 18 seconds.

    Direct rotation from B --> CT-Ssawn --> A takes about 12 seconds.

    The longest possible rotation from A --> A-Main --> T-Spawn --> B-Main --> B takes 24 seconds. Of course noone would chose this path under normal circumstances, yet all these times appear a bit long to me.

    Would you suggest simplifiying the Bombsite for easier take/retake or shortenen rotationtimes by positionig the site mre into the middle of the layout?

  • Hammer SDK Message

    • Shibou
    • March 8, 2016 at 3:16 PM

    I just opened that file and added the missing "]" - this fixed the non existing Problem.

  • [CS:GO] de_Cuba

    • Shibou
    • March 7, 2016 at 5:35 PM
    Quote from Logic

    If you can't access Gardens upper area or the very right side of T-spawn, it probably shouldn't be on the layout The area in the middle is understandable.

    I worry that many pathways are very narrow and could cause blocking and hard areas to attack from as T's. Can't really tell if this is the case without some screenshots of the map though, you should add some

    Yes you are right about the narrow paths. The minimum width for an interior path should not be less than the apps on de_inferno. Otherwise you'll block each other everywhere.

  • [CS:GO] de_Cuba

    • Shibou
    • March 6, 2016 at 10:40 PM

    Thanks to your suggestions I made some modifications to the layout.

    • The T-Drop has been completely, removed.
    • the Connection between Court and B-Main has now ben moved further towards main, which should also reduce the rotations times from B over Mid to A
    • the whole lower part of the Map has been shrinked to reduce Timings of the Ts aswell as the exaggerated rotation time when taling the (senseless) path over T-Spawn
    • Th Garden Area has been simplified

    All non walkable areas are now shown in the map and the direction of raising stairs are indicated by arrows for easier understanding of the layout.

    What else can be done to improve the layout?

    Thank you all again very much! :D

  • [CS:GO] de_Cuba

    • Shibou
    • March 6, 2016 at 11:58 AM

    Thank you so far for your feedback. It shows me, that i wasnt too wrong with my concerns about complexity...

    Quote from laminutederire

    I'd try to simplify redundant paths. For instance on the A part of the map, you have the T drop and a connector which lead in the A side - mid connector that could be simplified with only one route instead of two. Or maybe the first embranchement to B, it is going in parallel of the start of mid, and that's something you could imagine simplifying, making people go through the beginning of mid to go to B

    If I understand you right you'd completely remove the T-Drop path and change the route from court to B-Main by shifting it's entrance position more towards mid.

  • [CS:GO] (W.I.P) de_arpegio

    • Shibou
    • March 6, 2016 at 10:58 AM
    Quote from Terri

    Thanks :D

    Yeah, I see, I have some stuff planned for it. Here is the reference I have been working from (Its the church in the village of Redu, Belgium which I visited whilst on vacation)

    [Blocked Image: http://i.imgur.com/A685fa4.jpg]

    ||| I will model these small windows

    ||| + ||| I am going to make these large liquid stains to fill where there is little to no detail

    ||| modify the window models to have the corner stones poking out, a bit like the building set (The bottom left windows) from the prior screenshots I posted

    Also, I will be modifying the textures to match this image, as well as extending the clock tower slightly. I think it lacks height from my map's version where the spire is a bit taller and eight sided.

    Display More

    If you like to model, how about creating some of those for your church:

    https://www.google.de/search?q=wasse…UY9AOMQ_AUIBigB

    Another potential great asset that allready amazing church could be one of these great round windows above the front entrance. A very complex one like at notre dame would be overdoing it for a relatively small church, but there are simple ones:

    http://www.schottlandreise.org/abbeys/stmagnus/stmagnus.html


    Please hurry finishing the map, I cant await seeing the final resut :D

  • [CS:GO][WIP] de_fang

    • Shibou
    • March 6, 2016 at 12:19 AM

    From what i can see on the screenshots it looks awesome. The Lab is very detailed and realisitic even in this early stage. I just find that there are a few very long straigth sightlines that could be fixed if they become an issue. Besides that, where can i download it? :D


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