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Posts by noobgames

  • Mapcore's CS:GO Mapping Contest 2017

    • noobgames
    • October 3, 2017 at 2:05 AM
    Quote from FMPONE

    On 9/27/2017 at 2:07 PM, FMPONE said:

    EXTENDED!

    One additional month added to create something you're proud of!

    Why not November 31st?

  • de_alpocalypse [WIP]

    • noobgames
    • September 4, 2017 at 4:46 PM
    Quote from S1lv3r 4 lyf

    23 minutes ago, S1lv3r 4 lyf said: Your assertion of popular maps having lots of entrances is misguided.

    I agree with this. Having too many entrances can make it way too complex. Dust2's success and balance is likely due to its simplicity.


    And also, can we all thank the Prime Minister of Canada for taking time off his busy schedule to help us CS:GO mappers out?

  • de_modern_beta

    • noobgames
    • September 2, 2017 at 10:14 PM
    Quote from Noodle King

    22 hours ago, Noodle King said: S1lv3r 4 lyf feedback rampage 2017 :P

    He seems to have too much time on his hands

  • [WIP] de_Québec

    • noobgames
    • August 31, 2017 at 10:01 PM
    Quote from S1lv3r 4 lyf

    8 minutes ago, S1lv3r 4 lyf said: Please upload something so that we can tear it apart.

    reported for bullying

  • DE_ORE

    • noobgames
    • August 31, 2017 at 2:52 PM

    Its looking really good right now! I really like the non traditional layout, but I'm not sure how it'll play out. Have you done a playtest yet?

  • What I'm Working On

    • noobgames
    • August 31, 2017 at 2:34 PM
    Quote from FMPONE

    3 hours ago, FMPONE said: Hi all!

    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy :D Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

    Display More

    *Compliments the detailing in map

    *Says something about how realistic it looks

    *Says something about how I can't wait for this to be released

  • [WIP] de_dust3

    • noobgames
    • August 24, 2017 at 5:59 PM

    Read the rules, please

  • Shrine

    • noobgames
    • July 13, 2017 at 5:45 PM

    Just wanted to say that the overview is kinda confusing, you might want to darken the non playable areas more.

  • [WIP] ARIZONA - Source files available

    • noobgames
    • June 30, 2017 at 8:01 PM

    Hmm. You might want to check the timings on this one.

  • [CS:GO] DE_Stream (WIP)

    • noobgames
    • June 26, 2017 at 2:46 AM

    I'm not sure submitting two maps is allowed. I'm going to report this to the judges..


    Wait a second...

  • [WIP] de_citygardens

    • noobgames
    • June 24, 2017 at 4:45 PM
    Quote from D!o

    5 hours ago, D!o said: To reply to you Roald, I stated in the second line of my post I am building a map around a single site. I am basing this way of building around 3kliksphilip's mapping process (found here: https://www.youtube.com/watch?v=aCZqVrjydDM). I find it easier to have a slow unrestricted creation process and by the end I can fix timings and perfect nading spots. This is purely to test site layout, as well as how taking and holding the site feels and works.

    As for your comments on it being extremely CT sided, you lack evidence displaying such. Through both my initial bot testing I found it to be T sided as the bots were found stuck on the stairs to site window and stuck on the CT spawn window frame, thus T's rushed site and spawn. Therefore I added extra steps and improved bot pathing to prevent these "stuck" spots. Furthermore, I added a large wall that was angled against CT's as I found AWP'ing T's were cover-less.

    Through my extensive player based testing I have actually found it to be extremely T sided, a simple 4 riflemen and 1 awper watching site T's can easily push and over power CT's who just arrived to hold site. I continued to increase the distance for the T's to travel to site.

    I appreciate feedback but rather than pick and choose and not read my actual post or download the frequently updated Workshop version is insulting at most, instead do some testing yourself and make exact suggestions to map improvements. Not just "check out Valve's maps". As for your t-shirt comparison, it is nothing like that. If I asked you to grade the back of my shirt, I'm asking for the back of my shirt to be graded. You can make educated and intelligent comments based off what you can see so far. Saying you can't give feedback to how the site plays or the pacing of rounds is a lie and makes the creation process even slower, when would you suggest I ask for feedback? After I've completed an untested map without timings and lack of concern for play? Doing so at that time would only hinder the maps creation and make it more difficult to edit.

    I honestly suggest you boot up my map and make exact suggestions to changing the site. For example I can say Dust II's A long pit is broken and unnecessary (obviously I don't believe this) however in stating this, it has no effect on B site or the mid and only has to do with the playing of A. This is what I'm inquiring feedback on.

    Friendly advice: when using the 3klikphilip style of making a map, make mid first. Thats the way he recommends it. 2nd of all, don't rely on bots to determine sidedness of a map. They, as a general rule are terrible and are worse than silver 1s. I'll take a look around and give you some specific advice later on. Cheers!


    EDIT: After running around the map, it is most definitely CT sided. CTs have easy access to good spots, cover, and etc. Terrorists only have one entrance. The windows allow for CTs to reposition, hide, and hold angles easily, and with a good team that uses utility, it is very easy for CTs to dominate.

  • [WIP] de_citygardens

    • noobgames
    • June 23, 2017 at 11:43 AM
    Quote from Roald

    30 minutes ago, Roald said: Ahmm I think in this mapping contest it's the meaning to create a competetive map (Hostage Rescue or Bomb Defusal) and not a casual map (Demolition).

    He said he would start with the A site and construct around it, but yeah, I agree that its incredibly CT sided

  • [WIP] de_biome

    • noobgames
    • June 21, 2017 at 11:11 PM
    Quote from jd40

    15 minutes ago, jd40 said: This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

    Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

    But first thing's first, gotta get this layout working.

    [Blocked Image: https://i.imgur.com/kfQB9Ru.png]

    [Blocked Image: https://i.imgur.com/cnULTET.jpg]

    [Blocked Image: https://i.imgur.com/j3chWZK.jpg]

    Playtest coming soon.

    Display More

    Thats some beautiful brushwork you got there. Now lets hope it plays well! :D

  • de_bobsburgers

    • noobgames
    • June 21, 2017 at 3:21 PM
    Quote from Dillon Beard

    8 hours ago, Dillon Beard said: Yup, they have to be so it can be a 1:1 recreation of the show.

    Thats insanely good dude

  • de_bobsburgers

    • noobgames
    • June 21, 2017 at 1:28 AM
    Quote from Dillon Beard

    6 hours ago, Dillon Beard said:

    wee update!

    Are those all your custom models?

  • [WIP]de_Horizon

    • noobgames
    • June 20, 2017 at 4:51 PM
    Quote from Luigi4518

    2 hours ago, Luigi4518 said: Thanks. As far as the timings go first and foremost you will need a working overview map.

    Step 1: Load your map.

    Step 2: Kick the bots via the console ("bot_kick").

    Step 3: Set the warm up time to something massive via the console ("mp_warmuptime 100000").

    Step 4: Enter ("mapoverview_allow_client_draw 1") into the console.

    Step 5: Enter spectate mode then hit 'ctrl' to open the overview map.

    Step 6: To draw without times just left or right click and drag. For timings hold shift while click dragging.


    That should get it to work, If you don't have a map just load up any CS:GO level and try it out on it's map.

    Display More

    Thanks! Best of luck to you!

  • [WIP]de_Horizon

    • noobgames
    • June 20, 2017 at 1:34 PM

    It's looking great so far! Also, how did you do those accurate timings?

  • How would you block off non-playable areas?

    • noobgames
    • June 20, 2017 at 11:48 AM
    Quote from grapen

    1 hour ago, grapen said: 128 unit walls, or somewhere in that region, are fine for blocking off non playable areas. We can see this on dust2, overpass, inferno, cobblestone etc. Do you have a specific case for your scenario?

    I'm mainly trying to make a garden like area where the players cant get on the actual garden part, but I'm afraid that having 128 walls for the garden will be a bit irrealistic. Also, I need to realistically block off roads, and i don't want to do what Volvo did on Canals with road blocks that look like you should be able to jump over

  • How would you block off non-playable areas?

    • noobgames
    • June 19, 2017 at 7:49 PM

    I'm having trouble finding good ways to block of non-playable areas, and I've heard that its bad to just put invisible walls everywhere. Something else I have a problem with is areas that look like they are boost-able, but they aren't. Players can get up pretty high with boosting, but I don't want to make obstacles unrealistically tall. Any tips?

  • Palmetto

    • noobgames
    • June 11, 2017 at 2:23 PM

    Its very nice looking, I try playing it later. Any tips on working with diagonals? I keep on having a hard time working with them

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