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Posts by T-Rexer

  • Frostbite - Danger Zone

    • T-Rexer
    • July 30, 2020 at 9:59 PM

    Frostbite Update 1

    We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update.

    Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find.


    Patch notes:

    [General]

    - Improved performance (up to 20%!)

    - Reworked lighting for better contrast between in- and outside areas.

    - Added fences/rock cliffs to areas where the map boundaries weren’t obvious.

    - Reworked map boundary clipping.

    - Added more weapon spawns across the map.

    - Fixed weapons spawning underneath the ice.

    - Fixed drone delivery issues (thanks Valve)

    [Radio]

    - Reworked buildings to eliminate dead ends.

    - Added a lock to the outhouse.

    - Added second story to the telescope building.

    - Added chain-link fence around the base of the tower to indicate inaccessibility.

    [Village]

    - Opened up one of the previously closed buildings.

    - Added pathways between buildings for better navigation in the area.

    [Town]

    - Reworked building frames for lighting and collision improvements.

    - Added graveyard area.

    - Reworked statue.

    - Reworked textures.

    - Adjusted clutter.

    [Tourist]

    - Fixed misaligned ski lifts.

    - Added more ski lifts.

    - Added ladder and jump puzzle to get on top of ski lift building.

    [Alpha]

    - Moved resort building moved further away from ski slope.

    - Opened up first and second floor of previously inaccessible resort building.

    [Shack]

    - Opened up first floor.

    - Added stairs to connect garage to first floor.

    [Tunnels]

    - Added signs for easier navigation.

    - Added path from west entrance to north exit.

    - Improved lighting.

    - Reworked north exit.

    - Reworked tunnels near west entrance.

    - Removed bathroom area which led to a dead end.

    - Improved visuals in the cave section.

    [Boat Houses]

    - Reworked one of the buildings.

    - Added snow on outside wood flooring.

    [Tower One]

    - Added information sign.

    - Added snow on outside wood flooring.

    [Misc]

    - Added more snow.

    - Improved texture blends.

    - Made ski flag poles more vibrant.

    - Fixed an issue where broken windows would still make glass sounds when shot.

    - Fixed misaligned props and displacement gaps.

    - Disabled ice reflections on low shader detail settings.

    - Updated and reworked deployment overview to better indicate the actual playable area.


    Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building:

  • Frostbite - Danger Zone

    • T-Rexer
    • July 17, 2020 at 6:41 AM

    Hey @Wintrius , thanks for the feedback. I definitely agree with almost everything you said. The repetitive buildings and interiors can be addressed, though it is not that easy to make it vastly more detailed for optimization reasons, but I agree that areas are very empty. We will address all of that through updates in the future.

  • Frostbite - Danger Zone

    • T-Rexer
    • July 17, 2020 at 6:14 AM

    The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing?


    A community Danger Zone map created by:Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r


    Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2168101259

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • T-Rexer
    • March 16, 2020 at 7:22 PM

    congrats

  • [WIP] de_outback

    • T-Rexer
    • October 16, 2019 at 7:41 PM
  • Fairway

    • T-Rexer
    • June 11, 2019 at 8:18 PM

    Published the WIP layout: https://steamcommunity.com/sharedfiles/fi…/?id=1767159843

    Areas like T spawn and B are very rough right now. Mostly for timing reasons

  • [decompiled] dz_blacksite | dz_sirocco

    • T-Rexer
    • May 1, 2019 at 10:27 AM

    Added Sirocco to the downloads for anyone interested

  • [CS:GO] de_austria (WIP)

    • T-Rexer
    • January 25, 2019 at 3:25 PM
    Quote from Radix

    3 hours ago, Radix said: That moment when you realize that your work of the last four months was a complete waste of time... 

    Well, I was working on a new map for a while (which turned out to be a huge fail, but this is a different story) but when de_austria came back to competitive matchmaking, I decided to revise a couple of things. So I started to reworked a bunch of the worst assets, so that everything looks a little better and, more importantly, runs faster. Because I didn't manage to make the autocombine feature do it's job, I decided to do it manually (also called "annoyingcombine" or "extremely time consuming combine") and grouped a huge amount of the props to reduce draw calls, which made the map run a little faster overall. Also moved 90% of the map to create more space in the center (...), made a new bot nav mesh, new radar image, some minor gameplay tweaks and many other small things...

    Last night I wanted to start the very last final compile before updating my workshop submission. That was exactly the moment when I noticed that there was a new CS:GO update which removed my map from the game. I've been always a little bit late, I guess.

    Anyways. It was still a pretty cool thing to be part of a popular video game for 20 months. Especially for a complete mapping noob, who has absolutely no idea what he is doing and can't even play the game. 

    That’s sucks to hear. I really enjoyed Austria and still think that the mid building is a amazing way of not having a classic mid.

    So do you plan on working on a new map any time soon?

  • [CS:GO][WIP] Trailerpark

    • T-Rexer
    • December 17, 2018 at 4:08 PM

    This looks really promising, would like to test it out right now. :D

  • [Wingman] Turnpike

    • T-Rexer
    • December 15, 2018 at 11:20 AM

    The competition will be really close with all of these high quality maps

  • [decompiled] dz_blacksite | dz_sirocco

    • T-Rexer
    • December 6, 2018 at 11:32 PM

    Blacksite Danger Zone map decompiled:

    Hammer will not run very smooth with this map!

    https://www.dropbox.com/s/54xq50stuexq…cksite.vmf?dl=0


    Sirocco Danger Zone map decompiled:

    Prop scaling on the oil pipes is wrong!

    https://www.dropbox.com/s/adhxouhualsk…irocco.vmf?dl=0

  • Eternity

    • T-Rexer
    • December 2, 2018 at 8:06 PM
    Quote from fewseb

    1 hour ago, fewseb said: Alright,

    1. SO the blue goo is being pumped from the crater into the station, you can see the pipe spreads out into too pipes which then release the blue goo down in a water wall type way. But the main pump which is the bomb target seems to not be pumping to the goo from the where ever the waterfall goes, but pumping into the pit from the ceiling, im guessing somebody flipped the texture on accident here.

    2. This door, while somebody already pointed out the bizarre stairs, you can also see through the world on the bottom, I also kept getting stuck on the little lights and the pallets hanging around in these areas, needs to clipped, like every other area already is.

    3. in the pipe hallway near the death pit, you have a Geiger counter sound effect, without an actual Geiger counter there, you can claims its the machine next the railing, put the sound is clearly not coming from that. Also, while most of the time, the death pits will begin damaging you without even touching the goo, there's multiple areas where the goo is used under greats that should be close enough that it would harm you, if the death pit goo is anything to go by, this goo surely is mysterious.

    4. The death pit near ct spawns lags my pc, presumably because of all the mist, not a huge problem but its there. 

    5. Im not really sure what you were trying to convey with all these random wood panels and sheet metal scraps lying around. This is supposed to be a secret mountain base, but theres holes in the glass and random scraps lying everywhere, was it supposed to have been attacked before? Is the goo breaking things? 

    6. im having problems in general trying to pin down what you were doing with the base, the ts came up from a cave, that has wood panels for walking and is lit by torches, but they come in through a fence with no entrances for the people who, you know would have to light those torches. They also seemingly came up into a loading dock area, but I struggle to see how a truck would get through that cave.I guess maybe the giant industrial elevators are meant to bring things to the cave? its hard to tell because nothing labeled as to there function, or even what it is.

    Its also got the sub-zero problem where none of the areas you actually fight in really look like there doing anything, its a whole lot of metal hallways, not a whole lot of "people work here" vive going on, now obviously its better than subzero, because there are ares you can see where people work. (Although question why two of the leading scientists would choose to have their offices right next to an open vat of toxic materials, but whatever its an evil volcano base)

    7. I have no idea where this map is, in relation to the world. All the text is English and the FBI are the cts, but why are the two named scientists German?, Also outside of Hawaii, America doesnt exactly have that many active Volcanoes. ID also argue that if the map is set in America, the Anarchists would be a better choices for T-side, given that the company is selling blue goo as water and also fucking up the environment, they would match better. Also the moon looks weird because the moon sprites have always look weird, you would be better off taking the sprite and putting onto the actual skybox texture it self, as source doesnt display the moon like it does the sun, so the moon looks like its floating 50 feet away from the base itself.


    Other than that, pretty good, nice work on custom texture and such, nice sound work, nice idea for a theme, moderately executed, and as I said previously, blue goo texture is pretty good. 

    Display More

    Thank you for the feedback, I guess we have to work on the lore a bit more :D. The gameplay problems will be addressed in an update before the deadline.

  • Eternity

    • T-Rexer
    • December 2, 2018 at 2:30 PM
    Quote from fewseb

    20 hours ago, fewseb said: Well I mean there are other little strange oddities throughout the map I could go over, the fence holes just seemed to be the most pressing

    Please mention them. We want to gather as much feedback as possible before the contest deadline.

  • Eternity

    • T-Rexer
    • November 30, 2018 at 9:34 PM
    Quote from fewseb

    18 hours ago, fewseb said: If there's two terrorists trying to break in, why would they cut three holes in the fence? 

    We did that to show the cave, because Squinky thought it looked nice.

  • Eternity

    • T-Rexer
    • November 27, 2018 at 10:49 AM

    High above the world in a lost mountain, a dormant volcano begins spewing out a mysterious liquid. Arcas Industries immediately claims ownership, but what are their nefarious intentions? And more importantly, can two lone terrorists stop them?


    This map was made for the 2018 r/CSMapmakers Wingman Competition.


    Workshop Link:

    https://steamcommunity.com/sharedfiles/fi…/?id=1575910876


    Art and Design:


    @Squinky

    Layout and Design:


    @T-Rexer


  • Reddit CSGO Wingman Map Contest

    • T-Rexer
    • September 2, 2018 at 8:52 PM
    Quote from blackdog

    2 hours ago, blackdog said: Well of course timings are not exactly like the full version, and I don't think they should. To me seems right that if T rush, CT see them one corner before. I like the way the brackets split and you can use utility to challenge or fake/disguise your movement. 

    Whilst Nuke you spawn and you basically play inside the bombsite? Don't find that fun at all, especially with the vent opening changed. (That works in the full version.)

    Guess we have different taste :D

    yea, our tastes seem to be quite different

  • Reddit CSGO Wingman Map Contest

    • T-Rexer
    • September 2, 2018 at 1:23 PM
    Quote from blackdog

    3 hours ago, blackdog said: Not sure, you meet at mid choke and if CT don't see them they go boiler and meet in apts as it happens in the full map? To me it looks natural given the layout. Not sure if you mean CT shouldn't spawn on bombsite, but there are many sites in the game that CT play "in front" of the site.

    Well yeah, it's a hard map for attacking Ts, that's for sure, both in de_ and wm_. Utility is very important to succeed. Trying to take the site from apts is scary and jumping out feels like a leap of faith; what I mean is that considering all these things you mentioned, the map plays well in WM for my experience... imo better than other maps, like Nuke. 

    Not saying is perfect, just that for something cropped out of the main map, I find it to work surprisingly well. Of course I long for something designed on purpose ;) or I wouldn't have pimped the contest.

    Timings are not at all like the normal version.

    To Nuke, I have not played it a lot, but I was suprrised how well it plays with the reworks. Not perfect either, but at least for me way more enjoyable than inferno.

  • Reddit CSGO Wingman Map Contest

    • T-Rexer
    • September 2, 2018 at 12:12 AM
    Quote from blackdog

    2 minutes ago, blackdog said: Ye but what’s the problem?

    Pit? Apartments? Headshot angels. Crates on the side are just head peeks. Might be just me, but that’s not really fun to play

  • Reddit CSGO Wingman Map Contest

    • T-Rexer
    • September 1, 2018 at 7:44 PM
    Quote from blackdog

    4 hours ago, blackdog said: Yeah Rialto is surprisingly fun, I disliked it when I first saw it, but after a while, its simplicity works. I also really like how WM Inferno works. I think Lake works as well, thanks for the original design for 1 bombsite and is really fun giving the option to snipe/go round outside, or play mind games opening and closing doors in the house. Makes me think that Insertion would work well for the mode.

    Maybe Wingman outta steer off the bomb concept? Planting happens rarely, and I've played with players who told me not to plant and just go for the kills. Seems like planting is more a baiting mechanism, whether in Competitive is much more relevant.

    Another thing I like of Wingman is that using lesser weapons than the standard AR/sniper seems the best thing to do, due to smaller environments and the very easy turn on economy. Like @FMPONE was saying in his stream, the economy in the CS_ mode seems broken, maybe is not right for Wingman as well. 

    I have to disagree with you there, at least on the map part. Rialto is awful and not fun at all imo. So many spots where you can be as a CT, the path around the apartment seems useless. In addition, Inferno is the worst of the de_ maps turned wingman map. It is horrible as a T and the timings are just really unintuitive. In addition it has all of the problems that de_inferno has on A side.

    You are right about the bomb thing. Planting is very rare and not really useful. The economy is something that can be debated over, but it’s not perfect in wingman. Definitely better than in hostage.

  • WIP in WIP, post your level screenshots!

    • T-Rexer
    • July 1, 2018 at 7:44 PM

    Experimenting. A lot of work ahead

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