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  3. Motanum

Posts by Motanum

  • [WIP] de_pharaoh

    • Motanum
    • June 22, 2016 at 2:43 PM
    Quote from jakuza

    On 6/20/2016 at 7:52 PM, jakuza said: The color change in the gift shop is good, but could you maybe tone down the noise and/or add some inlaid decoration/trimming? I think the mall in L4D2 is a good example of how you can cover large surfaces with the same material if you don't attract any attention to it. In Squad's recolor, he put a solid color on top (I think) instead of just rotating the colors, which has the effect of reducing contrast and making the important high-detail bits pop.


    And everything else looks great btw.

    Thanks! I will look through l4d2 again.


    Quote from Vaya

    19 hours ago, Vaya said: Just done a playtest on reddit:

    - too many routes, way too easy for both teams to flank

    - lots of bitty cover and collisions (turn off collisions for items like the tills in the gift shop)

    - mid feels weird. too slight of an angle for a proper fight. Feels wrong.

    -paper fire animation causes lag for everyone on the server when a player moves close to it

    I think as people learn the map and get some game sense, they will get better at preventing flanks. Suddenly you start to watch your back too, which I actually dig.

    The till shops I've been getting complaints there too. So I will move them or maybe add some clips for easier walking. I have yet to decided on it.

    Yeah, people aren't very used to mid I guess. I agree it might not be perfect, but the way it is favors CT, and I dig that out as it makes it dangerous but rewarding for Ts to push as the split the team in 2 and can decide where to go, or flank the sniping points (Calling out enemies when you spot them is key!)

    We had server lag issues on the EU server too, seemed to be randomly. The NA server where I played didn't have this lag issue at all. I will see how other playtest and other reports go. No idea how the fire animation could be the guilty entity. I could try to clip them so you can't be on top, but I kinda like that you can jump on some of them for an unusually spot.

  • [WIP] de_pharaoh

    • Motanum
    • June 20, 2016 at 9:24 PM

    Hey guys! I have just pushed a new blog post as well as a new WORKSHOP UPDATE! Check it out, I hope you guys like it.

    If all goes well, /r/globaloffensive will host a playtest tomorrow, so be sure to check it out! http://steamcommunity.com/groups/redditcommunitynights

    It has the changes from some blog post ago, as well as the new stuff worked on last week, including many of squad's feedback, thanks man!

    For the images with text, check outthe blog post http://www.motanum.com/de_pharaoh/wee…-final-playtest

    Spoiler For those who despise words

    Cheers!

  • [CS:GO]de_thrill

    • Motanum
    • June 16, 2016 at 2:29 PM

    I love the mayan log flume! Very impresive!

  • [WIP] de_pharaoh

    • Motanum
    • June 14, 2016 at 3:55 PM
    Quote from grapen

    1 hour ago, grapen said: Sorry, was on mobile, I was referring to the corner of these pipes:

    http://# Hide contents

    I still don't get what you mean with " I would curve the corners of the pipes jutting out of the ground." Curve them how? What looks too sharp?

  • [WIP] de_pharaoh

    • Motanum
    • June 14, 2016 at 2:29 PM
    Quote from grapen

    5 hours ago, grapen said: 10 hour compile time, ouch! May I ask what the vert count is on the rollercoaster?

    I would curve the corners of the pipes jutting out of the ground.

    Which roller coaster? Haha, the red one is currently 37.1k triangles. It's the biggest one, but also the most visible from Exit, I will still have to do some optimizing modifiers, that should help out in the future.

    I don't understand your curve pipes' corners that are out of the ground. Would you circle it out on a screenshot please?

    Thanks!

  • [WIP] de_pharaoh

    • Motanum
    • June 13, 2016 at 11:21 PM

    Sup!

    New blog post. A bit late, and a bit short, but still. I hope to never miss one.

    I worked this past week on a bunch of things. Mostly tweaks here and there.

    I also compiled with radar settings, so a bunch of props are missing on the screenshots. But you might be able to see the changes out.

    Full blog post http://www.motanum.com/de_pharaoh/week-22-tweaks-and-tweaks

    Spoiler Images

    Cheers! And thanks to those who read! I read and take into account all comments!

  • [WIP] de_pharaoh

    • Motanum
    • June 6, 2016 at 3:33 PM

    Hey guys!

    A new week begining and a new blog post!

    http://www.motanum.com/de_pharaoh/week-21-dig-site

    This past week I focused on working on textures on feedback from you guys. I also did a small art pass on the new zone from past week! I htink it looks very fun and can't wait to play it out once I get through and sit through a full compile!

    Spoiler Screenshots!

    Cheers!

  • [WIP] de_pharaoh

    • Motanum
    • June 1, 2016 at 8:28 PM
    Quote from El_Exodus

    1 hour ago, El_Exodus said: Try adding -StaticPropSampleScale 0.25 to the compile settings along with -StaticPropLighting. Might help if you don't already use this value/command.

    I don't use it because I want the shadows to look good. Plus when the update was pushed out I added that command and it didn't really improve that much.

  • [WIP] de_pharaoh

    • Motanum
    • June 1, 2016 at 5:37 PM

    Thanks for the comments! I will teak out the saturation! I agree with the metal posts. They were some of the first models and materials I made for the map, which means I wasn't as agile as I am now. It also doesn't help that the phong and specularity in Source is so old that I't a guess work trying to figure out what spec values will work well when I am working with substance. I will see what else I can flesh out!

    There are loads of hint and skips. VVis takes 10 minutes, quite long, but the real issue is the static prop polys. When I compile without staticpropolys it is quite fast.

  • [WIP] de_pharaoh

    • Motanum
    • May 31, 2016 at 5:18 PM

    Hey guys! I just wrote an update on my map!

    http://www.motanum.com/de_pharaoh/wee…-layout-changes

    I will add some screenshots here for those who just want to look at images and hate reading!

    Spoiler Images

    Overall, I am excited of how the map is coming up. Better with every update!

    Cheers!

  • [WIP] de_pharaoh

    • Motanum
    • May 23, 2016 at 10:56 PM

    Thanks!

    New blog post is up guys! The process of making a coaster for the 3d Skybox.

    http://www.motanum.com/de_pharaoh/week-19-creating-valari

    Cheers!

  • [WIP] de_pharaoh

    • Motanum
    • May 17, 2016 at 3:27 PM

    I wrote a small update on my blog post.

    Also, there is a new version n the workshop now available for play! Let me know what you guys think! I will also update my own server so feel free to play there with your friends!

    http://steamcommunity.com/sharedfiles/fi…s/?id=620464966

    Now, I will focus on the 3d skybox, soundscapes and cubemaps. And I will also edit layout if I get some feedback back from you guys. So please let me know what you think.

    Screenshots!

    Spoiler

  • [WIP] de_pharaoh

    • Motanum
    • May 10, 2016 at 5:27 PM

    Hey guys! New update on the development of the map1 I will add in the screenshots for you here.

    For more detail on why the changes were amde and what direction is going for this week, check out my blog post!

    http://www.motanum.com/de_pharaoh/week-17

    Cheers!

    Spoiler Images

  • [WIP] de_pharaoh

    • Motanum
    • April 29, 2016 at 4:34 PM

    Hey guys!

    I wrote a new blog post about the changes since some time ago. It has some of the changes that you can expect for the newest version of the map.

    http://www.motanum.com/de_pharaoh/catching-up-week-16

  • [WIP] de_pharaoh

    • Motanum
    • April 26, 2016 at 8:37 PM

    Hey guys! This past week I focused extensively on the queue. I did a lot of redesigning the layout as well as doing touches on the art and theme. Now each room has an identify landmark. For example, There is an ark now, resembling a scene from Raiders of the Lost ark, which should help with call outs and help people not get lost. I also changed the layout between ark and tomb, so now there is no clear line of sight. This means that Terrorist are safer from the Ark room if they manage to cross emergency exit. However, I did ad a behind the scene drop way into ark, so you can go quickly from tomb and into Ark.

    I also did some lighting tests. Still need to do some tweaking. I want the queue area to be theatrical but still bright.

    I still have other layout changes ideas. I plan to bring down the main entrance, so T can have a way towards A without being spotted from middle. Some fixes to the light textures as well as to do more light tests on the queue area to get that finalized quickly for the next beta version of the map.

    Spoiler

  • [WIP] de_pharaoh

    • Motanum
    • April 18, 2016 at 4:47 PM

    Hey guys. A quick update.

    P4 was bugged out. I have fixed that and pushed out a new updated p5. It also includes some visual upgrades for Bombsite B, and the supply area around bombsite B. I also deleted some unsued models and textures. Finally I did some lighting tests for queue and some tests rocks which should not get on the way in entry queue. For Bombsite A I did some optimization as well as removing a door so now you can nade from and to Coaster Exit and Bombsite A.

    For this week I will try to focus my efforts into the queue area as well as the T spawn site a bit. Some unfinished elements there as well as the need for a light pass on queue.

    Cheers

    Spoiler How do I place the images in the spoiler section?

  • [WIP] de_pharaoh

    • Motanum
    • April 12, 2016 at 5:22 PM
    Quote from Wrakke

    Just now, Wrakke said: Boy have you got competition.

    I know, I found out just before I went of to GDC. Gonna be tough, but I am gonna keep working.

  • [WIP] de_pharaoh

    • Motanum
    • April 12, 2016 at 5:14 PM

    Hello guys. I don't know how I dint come to know this site early on. I had intended to post my work in progress here for more feedback. I am doing all of the work, modeling, texturing, lighting, etc. The only thing I got help with was the park logos and posters for the ad walls.

    I am working on de_pharaoh a CSGO bomb/defuse map. It takes place on a theme park section, where construction is almost finished on the new inverted roller coaster Pharaoh's Curse. Terrorist are no fun, so they want to blow up the coaster's train station, or the coaster's power generator. I started working on this project since early January. I wanted to do a map for CSGO for some time, and then suddenly it hit me that I could try to make a roller coaster themed map as I was looking forward to the theme park games coming out as well as doing some modding for Parkitect already. I have a detailed blog post of the changes every week which I'd like to share out.

    The idea of the map is that it's near completion but still not open for the public, just the final installations are being done. Bombsite A is the train station where a car is being installed, and bombsite B is a power generation for the coaster. The lift section as well as part of the ride goes through the middle of the map. Use that to align nades and to always know where you are in the map. It's sunny bright, with yellow tones similar to dust 2, but with a cartoony feeling in the "public" areas. I haven't worked on the call outs, but a lot of the zones have very natural names such as "exit, maintenance, lower fast pass, queue, entry, gift, etc"

    My current worry is the gift area, as enemy identification is still tough to balance out, lots of shadows and pockets which make it difficult to identify enemies. And I have to work more on the lighting of the queue area, as well as the detailing there as I feel is too similar. If you guys have ideas and suggestions, I am very opened to it.

    I recently released update 4 on the workshop, which I hope you guys will enjoy and let me know what you think out. Progress happens every week, and I try to publish a new update every month or month and a half due to the new long compile times.

    Cheers!

  • Mapcore Introductions Thread

    • Motanum
    • April 12, 2016 at 5:04 PM

    Hello. Dunno why I didn't know of this site early on. Working on a CSGO map currently.

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