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  3. fewseb

Posts by fewseb

  • de_grotto [WIP]

    • fewseb
    • February 8, 2020 at 7:08 PM
    Quote from Vaya

    52 minutes ago, Vaya said: didn't actually playtest this one in the end - people were still complaining about super low FPS in areas so it didn't seem worthwhile. I don't understand why FPS is so bad, do you have nodraw for culling vis behind displacements now?

    Yes, the skybox is as sealed as it can be without interfering with grenades. Ive got visclusters and area portals, hint and skip, the works. Alot of the props dont currently have fade distances which is what im working on now. Below ive posted some screenshots of the map with just its solids followed by that same area with displacements turned on. Is there something im missing here?


  • de_grotto [WIP]

    • fewseb
    • February 5, 2020 at 10:06 PM

    Ive released a pretty large update today to improve performance and fix a lot of the shadow'd props. Ive also gotten some screenshots together among other things.

    Feedback of all kinds is much appreciated

    Overview

    Spoiler

    Select Screenshots

    Spoiler '


    LINKS

    Workshop


    screenshots

  • Exotic Places CS:GO Mapping Contest 2019

    • fewseb
    • February 2, 2020 at 5:14 AM
    Quote from JorisCeoen

    13 minutes ago, JorisCeoen said: Due to a very, veeeeery tricky bug my map couldn't compile for the past 5 houres. Shawn and I finally found the culprits, though, and will be able to compile after all. Will this be alright, since it'll be past the deadline?

    If you still had your test version up and linked on your topic it would technically count as entered, so if you updated that version you should "Theoretically" be fine but its up to the judges.

  • de_grotto [WIP]

    • fewseb
    • February 2, 2020 at 4:36 AM

    Alright all I have for now is the entry link, screenshots and other things will come in a few days.

    (it may take a while for the latest version to approve

    https://steamcommunity.com/sharedfiles/fi…/?id=1985282354

    im aware of the dark props and other bugs, I just had to get this version out for the entry.

  • Sentinel

    • fewseb
    • January 29, 2020 at 4:36 PM

    ehhh, I wouldnt lose all hope. last time Serious made it to top 10 despite being nothing but grey box and text infos. If the judges think you have an interesting theme int he making and fun gameplay they might be inclined to put it in the top ten to see what you can do in a month.

  • Chlorine

    • fewseb
    • January 29, 2020 at 4:52 AM

    I just realized while playing around on it that even though you have the custom SAS models, you seem to have not set the T-side models since its just the same 1 phoenix variant over and over again.

  • Chlorine

    • fewseb
    • January 28, 2020 at 12:23 AM
    Quote from Lizard

    14 minutes ago, Lizard said: And who said you need to slap clear reason for the map name to player face? I don't see this is an issue. 

    I didnt say it was, Its just chlorine evokes a certain feel that I dont think is presented in the map, dont get me wrong the ascetic is cool I just think it could be cooler with more Chlorine related things. I just think the theme overall could use some more definition. Its way more Aztec then theme park and its very confusing to look at because of that.

  • Chlorine

    • fewseb
    • January 27, 2020 at 11:46 PM
    Quote from The Horse Strangler

    15 minutes ago, The Horse Strangler said: Haven't had a chance to run around the map yet, but I gotta say that I definitely did not predict this being a theme park setting. I think that was a very very weird choice, and not sure how players will compare this to Yanzl's themepark map.

    This map doesnt even feel very theme park ish, its like he was going for Aztec then at the last secant decided it should also be a theme park so its not just an Aztec theme. The out of bounds areas and lighting make it seem like its just an aztec temple with random slides and deflated floaties tossed around. Despite being called Chlorine I find very little in the map that goes along with this, theres like 2 yellow tarps and 1 chlorine tank at each bombsite. One of which isnt even in the plant area. There are no signs saying what the park is, theres no trinket stores or food stands. Its just Aztec temple with some water slides and trash thrown on it.


    Honestly if you threw players into the map without any context I wouldnt be surprised if it took them a few rounds to figure it was actually a theme park.

  • Half-Life Alyx

    • fewseb
    • January 26, 2020 at 6:58 PM
    Quote from zastels

    8 hours ago, zastels said: Lizard always takes it too far.

    You really want to go there?

    People here want to have a discussion about HL Alyx and of course the one and only you have to say ruins the discussion for a while. Happens every time because you always seem to post over-dramatic stuff that completely derails whats going on. You could be a lot more neutral and a lot more sensible with your concerns about the SDK. Instead you decided Valve is a lying shadow corporation that for some reason despises its users and wants to mess with them.

    The reality with the SDK is, they need to test it first to make sure it works well before they fully release. Same thing has happened with every new game that uses a new version of source.

  • Exotic Places CS:GO Mapping Contest 2019

    • fewseb
    • January 26, 2020 at 6:50 PM
    Quote from Ringel

    7 hours ago, Ringel said: Important: Please public the ratings this year. Only this ways the contest can be taken seriously.

    I think they want to avoid people being able to say "my map is better then that map" Hence why they dont release the ratings. Though I to found it hard to get feedback from the judges last time. out of the 4, 2 responded to me, one with in depth feedback and the other with a few sentences. Another Read my message and never responded at all while the final one got around to sending me pretty in depth feedback when his schedule cleared up. While obviously it would be more work, a small document showing how your map scored according to each judge and some feed-back would be nice (maybe a pros and cons section), you could request it for your own map and choose to share it with others if you want.

  • Exotic Places CS:GO Mapping Contest 2019

    • fewseb
    • January 25, 2020 at 5:38 PM
    Quote from Interfearance

    9 minutes ago, Interfearance said: If people spent less time on this forum and more time on trial and error there would be no crunch lol

    You say that as if this forum has 200+ posts a day and most of them are people complaining they have to crunch. In reality mapcore gets pretty dead late into competitions since everyone is doing testing on their entrant and not posting other projects.

  • Mutiny

    • fewseb
    • January 25, 2020 at 12:47 AM

    You forgot to include a kv file for the map, you may think that is insignificant but as it stands the default ST6 CT player models are camo green and dark grey which blends in with a lot of your map.

  • de_grotto [WIP]

    • fewseb
    • January 11, 2020 at 11:59 PM
    Quote from Karthoum

    16 minutes ago, Karthoum said: Wow, my favourite right now. Great job on the middle!

    Although not sure if that graffiti is exactly fitting in a setting like this.

    Thank you, the graffiti is just a place holder for a currently unfinished mosaic.

  • de_grotto [WIP]

    • fewseb
    • January 10, 2020 at 11:41 PM

    Ive updated the beta version today, there will hopefully be a playtest soon. B side is lagging behind visually but other then that I think its come a long way in a short time span.

    https://steamcommunity.com/sharedfiles/fi…/?id=1915402320


    B site

    A site

    Middle

    CT spawn

    T Spawn


    Current Overview

  • Exotic Places CS:GO Mapping Contest 2019

    • fewseb
    • January 5, 2020 at 6:00 PM
    Quote from Vaya

    6 hours ago, Vaya said: can't believe people still play CSS to be honest. It's the worst game in the series.

    id argue condition zero is the worst, considering its just worse 1.6, more bugs and less polish

  • [CS1.6] Dust 2 2020

    • fewseb
    • December 27, 2019 at 4:43 AM
    Quote from Interfearance

    1 hour ago, Interfearance said: Imagine playing

    I was hoping for something like District. God damn that map had a vibe.

    [Blocked Image: https://images.squarespace-cdn.com/content/v1/58a8e95946c3c4e0698bd61b/1487639966225-1AX7TICB2QDYK9NCJLIJ/ke17ZwdGBToddI8pDm48kA47qaxzGU3oa60Mv3IrElh7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0hGaawTDWlunVGEFKwsEdnE_ZbuhWuTjDl9Hn0Vaidb23CyzgPgNZ_l0zINYXrCLdg/district-8.jpg?format=2500w]

    Is that not just the same theme as the original CSGO dust2, there's only so far you can go with the war torn middle eastern city theme.

  • CS_Apollo

    • fewseb
    • December 24, 2019 at 9:13 PM
    Quote from Vaya

    21 minutes ago, Vaya said: thought about this, should I even bother with a kv these days? matches are still gonna be suicide squad vs gi joe.


    Thanks!

    Spoiler

    "cs_apollo" { "name" "cs_apollo" "imagename" "map-dust2-overall" "t_arms" "models/weapons/t_arms_anarchist.mdl" "ct_arms" "models/weapons/ct_arms_fbi.mdl" "t_models" { "tm_anarchist" "" "tm_anarchist_variantA" "" "tm_anarchist_variantB" "" "tm_anarchist_variantC" "" "tm_anarchist_variantD" "" } "ct_models" { "ctm_fbi" "" "ctm_fbi_variantA" "" "ctm_fbi_variantB" "" "ctm_fbi_variantC" "" "ctm_fbi_variantD" "" } }

    // Author: Vaya


    Professionals for Ts and Swat Team for ct could still work but I think these stand out against the background more.

    and yes I still think KVs are important, I dont think Valve has ever added a map in that didnt have a functioning kv and presumably you want this map to get in the game at some point.

  • CS_Apollo

    • fewseb
    • December 24, 2019 at 6:10 PM

    You aint got a KV file set for the map my man, its just defaulting to the default models. Other then that its still very good. Cant wait to see what youre doing for Turbulence

  • cs_ivory

    • fewseb
    • December 21, 2019 at 6:19 PM
    Quote from Quotingmc

    1 hour ago, Quotingmc said: Progress continues! Everything is still a work in progress but I can feel the progress in every compile. I have adjusted the sky a lot and am still fine-tuning the colours. The map is now a lot greener overall to break up al the orange rock and wood. The interiors are also developing but I still have a way to go in selling an African feel to them. As always, comments and constructive criticism are much appreciated!


    How did you get a custom hostage model to work?

  • DE_CACHE (new version)

    • fewseb
    • December 20, 2019 at 3:21 AM

    Hey I was messing around offline and I noticed you changed all the textures that previously had muck as their material to dirt/concrete. I was curious if this was intentional and if so why as I cant find it listed in any of the change notes.

    I also saw this weird brace made out of dust2 crates has its material set to sand for some reason. Again I wasnt sure if that was international or not

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