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Posts by Shibou

  • [CS:GO] de_Cuba

    • Shibou
    • March 5, 2016 at 11:44 PM

    Hello everyone,

    I am currently working on a classic defusal map. Its working title is de_Cuba as it is going to be situated in a small village in Cuba. (Alternately it could have been a mediterranean village, but that has been overly used in my opinion.)

    Workshop:

    http://steamcommunity.com/sharedfiles/fi…s/?id=650117709

    Some fictional background story:

    The age of mutual animosity between Cuba and the US vanishes and the two states are progressing on ther course of harmonisation. A delegation from the US goverment is visiting Cuba to talk about some future economic help. Their trail will led through the small village of [[Insert map name here]]. Some separatistes that are not very happy about the new political changes in their country try to sabotage the new friendship between the US and their own country by placing some explosives at the designated routes of the US delegation. Fortunately the Police somehow found out about their plans and is trying to stop them...


    Map description:

    It will be composed very classic with a deadly mid, which can be seen directly from T-Spawn yet not reached by a short route, as the way will be blocked by some fences. I am not yet sure if it'll be a backyard, alley or a garden but I'd like it to be fast paced so that a clash between Ts and CTs can start there immediately.

    Of course the clash will be a bit delayed if the teams will head for A or B instead of mid. Right now my biggest Concerns are aout complexity of the map, thats why i tried to simplified A and let B remain a bit more complex. As the Mid in its original state seemed to be highly T-Sided i decided to add a snipers nest at the top of mid, that can only be reached from B where CTs approach first. However the snipers nest can only be reached with a certain delay so the suppoert the CTs can deliver there is having a limited value if there team mates just rush in at mid and die there to quick. The SN is supposed to be not reachable by street level on mid.

    Some reference pictures:

    https://imgur.com/a/w5B3Z


    I'd apprechiate all suggestions and advises before i go to greybox the map.

    Thank you all alot in advance!

  • [CS:GO] de_tiger (WIP)

    • Shibou
    • March 5, 2016 at 1:26 PM

    The removed white surrounding of your minimap looks less distracting now. I think if you might reduce the saturation of the minimap image and add lines that represent the walls of each area it might help too. To give you an example: http://imgur.com/xmnqHxh

    I have noticed that you fixed some clipping issues for example inside that tunnel. Maybe a few brushes need to be reworked too.


    Here you added clipping to the wooden beam on the left side, but not to the one on the right side (like many) others. If yu would like to smoothen player movements everywhere I suggest adding clipping brushes everywhere.

    Here the player can get stuck at the door and the arch.


    The lighting/darkness here looks a bit ugly.

    Texture alignment here confueses me a but, at least it remindsme at this one:


    Overall your map looks great to me I can't await to play it with some mates :D

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

    • Shibou
    • February 27, 2016 at 4:11 PM
    Quote

    Try to delete your light_env and add a new one with the same settings. That might solve your problem.

    I made some tests with the light_env. To me it seems that to intense light causes that problem. You can even change the colour of the strange shadow by selecting another ambient color. If no ambient colour is selected the strange shadow just remains black.

    Any other ways of compiling, even final, did not fix it for me.

    I lowered the brightness to a much lower value and got rid of these shadows.

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

    • Shibou
    • February 22, 2016 at 9:57 PM

    Strange shadows for everyone. Blue, black and red are allready taken.

    Green, and yellow are still available - choose one.

  • WIP in WIP, post your level screenshots!

    • Shibou
    • February 21, 2016 at 11:59 PM
    Quote from Quotingmc

    The new version of de_nuke has fuelled me to start work on another defuse map. Here is what I have so far:

    [Blocked Image: http://i.imgur.com/xUMH6Gm.jpg]

    [Blocked Image: http://i.imgur.com/Rqc9qiw.jpg]

    [Blocked Image: http://i.imgur.com/du2YQMn.jpg]

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

    I'd like to see more of it, so please go one.

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

    • Shibou
    • February 21, 2016 at 6:08 PM
    Quote from baem123

    You added it at "additional game parameters", cut it and click on "Expert..."

    Now choose the fast configuration in the top left drop down menu. Go to "$light_exe" and paste these parameters there. Then click "GO" to compile.

    lets face it: that was realy noobish from me.

    But it worked and now everything is fine with my map again. Thank you very much!

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

    • Shibou
    • February 21, 2016 at 3:39 PM

    For some reason I am having the same problem but the compiling settings did not fix the issue.

    The props appear to be in a very dark enviroment, some of them could get back to life by adding light near them (the sculpture in the screenshot), others remained completely black even after setting up lights next to them. But at least the reveal their color if you fire your gun next to them.


    Anyone else is still haveing the problem and/or a potential fix ?

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