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  3. That50'sGuy

Posts by That50'sGuy

  • Dixon

    • That50'sGuy
    • July 17, 2019 at 1:26 AM

    The ceiling tile frames now have 3D ropes supporting them! So now the frames have excellent support! I can't say the same for the tiles though...

    The content cannot be displayed because it is no longer available.

  • Submerged

    • That50'sGuy
    • July 17, 2019 at 12:55 AM

    Where are the chokepoints of the map? Anything that is T-Controlled at the start behind these areas should have minimal cover (For Deathmatch mode). That's the best advice I can give you without knowing where the chokepoints are yet. :)

  • Submerged

    • That50'sGuy
    • July 15, 2019 at 10:44 PM

    What I'd recommend for cover is only placing it in locations where the action really happens. And even then, it should be used sparingly. As stereotypical as it might be for me to say this, look at in-game maps and see how they use cover. Heck, you can even try and mold a part of a level around a large object of cover.

    As for the lighting, I think the color is a bit strong. maybe try toning it down a bit. Blue is nice, but I think a darker shade would suit the environment better.

    I do hope this turns out nice, I'd love to try it once it's complete! :D

  • Dixon

    • That50'sGuy
    • July 14, 2019 at 2:48 AM

    Oh what a difference 53 years can cause on manmade objects, seems like the mall's flag has seen better days...

    This is the final design for the mall's logo and flag, I'll get a nice screenshot of it near B-Site tomorrow. I'm so excited to get back to work on this!

    P.S. Yes I'm aware that real life flags would just be a few threads if it were flying since the 60's, but it's still here because of video game logic ? I've legit seen some games with flags in much better condition that have supposedly been flying for centuries! (I'm looking at you Fallout...) So I'm sure this one can slide :)

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  • Dixon

    • That50'sGuy
    • July 13, 2019 at 8:31 PM

    For those of y'all who have been wondering where I've been, I was on Vacation to the province of British Colombia! But now I'm back in Toronto and ready to continue!

    I'll probably try and polish up the layout tomorrow, and make some more models/textures the next day.

    Have a wonderful day!

  • Dixon

    • That50'sGuy
    • July 2, 2019 at 11:52 PM

    So I think I've figured out the biggest weakness in the layout, this area was originally designed to be a chokepoint, but when CT-Spawn got moved back, it just became boring corridors. Then again, right behind this area is B-Site, so I'll try modifying the area to be more fun as well as adjust the timings a bit.

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  • Dixon

    • That50'sGuy
    • July 2, 2019 at 11:35 PM

    I've always felt the map was too dark, even with the ambient lighting entities. So I've changed the color correction to finally make it look brighter without adding more light entities.

    Also, the A-Site second floor hole has been modified so there is no more overpowered angles! :D

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  • [WIP] de_zansort

    • That50'sGuy
    • July 2, 2019 at 10:40 PM

    Something about the lighting just makes me feel so relaxed. I love the greybox too!

  • Dixon

    • That50'sGuy
    • July 1, 2019 at 3:38 AM

    Um, I think I broke reality...

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  • Dixon

    • That50'sGuy
    • June 29, 2019 at 2:27 AM

    I know I should stop being so proud of every little insignificant thing I make, but this bent ceiling tile was just so satisfying to make.

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  • Dixon

    • That50'sGuy
    • June 27, 2019 at 3:46 AM

    In an effort to make A-Site more balanced, I've made a route for T's to get to the second floor on A-Site. I'm excited to see how it plays!

    For any fellow optimization enthusiasts, my polycount stardards for custom models on this map are something like this:

    Signage: High

    General mall props and pillars: Medium

    Conduits and ceiling tiles: Low

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    Spoiler The content cannot be displayed because it is no longer available.

    Spoiler The content cannot be displayed because it is no longer available.

  • Dixon

    • That50'sGuy
    • June 26, 2019 at 1:07 AM

    I'm hopeful that this little guide of reference pictures will help you friendly folks picture the final map.

    I got the inspiration to make this from seeing a post that @Roald made on his entry, so thanks!

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  • Anubis

    • That50'sGuy
    • June 26, 2019 at 12:58 AM

    I've never seen such an awesome greybox before! I can't wait to see the final map!

  • Dixon

    • That50'sGuy
    • June 25, 2019 at 10:29 PM

    Holy mackerel! The floor is collapsed! It does make for a great view of the site though... I should probably delete some of those ceiling tile frames, modify the angles, and add some cover down there and perhaps this site will then play well.

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  • cs_kiwano *WIP*

    • That50'sGuy
    • June 25, 2019 at 10:23 PM

    I love the look of those rocks! I wish you lots of luck!

  • [WIP] de_seoul

    • That50'sGuy
    • June 25, 2019 at 10:19 PM

    I have a feeling this map is gonna look like cs_mitsumedori. I always loved the visuals in that map, and those reference pictures are reminding me of it.

  • [WIP] de_havana

    • That50'sGuy
    • June 25, 2019 at 10:16 PM

    If you do end up renaming it, I'll gladly re-compile the flags I gave you to work with whatever new directory you choose :)

  • [WIP] de_havana

    • That50'sGuy
    • June 25, 2019 at 9:27 PM

    A map set in Cuba? This should be good!

    Here's a little something from me to hopefully help: Some nice Cuban flags!

    I've attached them below, I hope you find them useful! And happy mapping!

    CubanFlags.zip

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  • [WIP] Grotta Palazzese (de_ palazzese)

    • That50'sGuy
    • June 24, 2019 at 2:04 AM

    It's great to hear that you had a playtest! I hope you learned lots from it!

  • Dixon

    • That50'sGuy
    • June 21, 2019 at 11:52 PM

    Mmmm! Ice cream! Too bad it probably expired in the 80's...

    This is a little peak at mid, it's still got lots more to be done.

    The content cannot be displayed because it is no longer available.

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