Posts by Interfearance
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@blackdog Yeah I remember struggling to find it a while back. My idea was that I could cut my render times by half; and I did. However I didn't know there was a watermark until it was too late :(( I guess I should just use premiere. I'm not really going to apply animated lens effects and tweak audio graphs but... no watermark.
Edit: I think I just found one that works! I'll make more videos soon hopefully, finding nades is cool.
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@DeadKnife I lowered the volume to 7.5 on the ambient generic (no soundscapes yet).
If people complain about it I will reduce the particle rain effect and the rain noise. If it ends up being a major problem I will scrap it and make the light env darker and add more map lights to compensate for the lost atmosphere.
Thanks for the suggestion though ?
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The layout is easy to understand and allows for lots of nade lines and strategies. Also, the early art looks great while still feeling like counter-strike.
Here are a few observations: The sphinx might serve a better purpose if you move it to the right to block up this sight line.
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This sounds stupid, but the arrows confused me rather than helped me when I was learning the layout. Since they are only there to guide people I feel as if they should be more intuitive.
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This sightline might make it hard for T's to turn back and change direction. Also It can see all the way to the bridge, idk if that is intentional.
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The block my crosshair is on looks accessible (not really important but still)
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These planters also feel accessible but its not too problematic.
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Unaligned vertex I think.
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@Roald Thank you for the kind words and feedback. I have addressed all of the feedback except pertaining to the drop. Previously it was possible to safely walk off (I jumped in the vid by accident). Now I have completely removed the ability to drop and it is just another area to hold site/hide in.
Latest workshop version: https://steamcommunity.com/sharedfiles/fi…/?id=1821407841
Update video:
Official update log:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.-Shortened A stairs to remove headpeek and make ladder unnecessary.
-Changed CT entrance to building the connects to B site as it was disrupting flow.
-As a result of the previous change, the drop to CT was cut off and I have no intention of keeping it as it added unnecessary complexity to the map.
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Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
Edit: Bomb stucks start at 1:40
Also the molotov at 0:25 goes through the floor; not sure you want that.
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Here you can see some of my thoughts as well as a new skybox. WS version is going up asap.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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I don't think 2 slight overlaps warrant another radar image. It will probably confuse the player more than help them.
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@Vaya I did not know that hr textures don't have a performance hit. Other than that, I know about skips, hints, visleaves, func_details, and most important optimization aspects. I have read articles about the effect of props on frame rate. I also understand what grinding tasks in mapmaking feel like. I have created over 40 grayboxes and I have not been satisfied with any of them for many reasons. I think I'm nearing 1000 sdk hours combined.
I understand any greivances about some online dude criticizing a work of this caliber. I also understand that I might have been too rough in select previous cases, creating more frustration when I post feedback. I haven't posted a fraction of my "work" so I am basically an idiot who wastes his time on mapcore to people who don't know me. I guess I brushed several people the wrong time along the way. I don't want to victimize myself further, I don't feel bad for myself. Let's go our own ways and resolve this.
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Why are we misquoting eachother. I NEVER said he didn't know what he was doing. You said I should try optimizing his map, making it seem like you are forgiving poor optimization choices due to the difficulties of source optimization. I was just giving feedback and if you wanna be an sjw about it leave the job to the mapper. I'm sure he's not mortally wounded by me saying he could have paid more attention to optimization.
Also everyone probably thinks I'm a jaded asshole like Vaya says. Next time I will try to be less... rough. I feel as if I was in my bounds. I have left raving reviews in the past and recently (for breach). Why would I attack someone for fun?
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@Vaya I was shut down for pointing out flaws. I don't have to be a great mapper like catfood to tell him what's wrong or was ignored.
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Quote from Vaya
5 minutes ago, Vaya said: calling the mapper ignorant isn't insulting? ok
I said "due to ignorance of [optimization]". I am not attacking his character or livelihood and I am simply stating that little attention has been paid to optimization. Saying "he ignored optimization would work to the same effect" but probably incite some riot.
I really do believe that the map could have been optimized better; I have a 1050ti and a devil's canyon Pentium (older). On my settings I average 70 to 80 fps on all the official maps, and 90 to 100 on less demanding maps like mirage. On Ruby I experienced frequent dips to the 40s and a max of 60-65. I do not seriously believe that 30 fps disappeared out of thin air.
Regardless of the validity of my statement I am not calling him an ignorant mapper. That would imply that he ignored every aspect of the mapmaking process. I specified what seemed to be ignored and did not in anyway attack him. I am not going to say "you should optimize the map". I am simply stating my observations and leaving the table open. Better kill me!
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@Vaya I rewrote it like 3 times to sound the most objective. I made no insults and provided my point of view as well as giving credit to the art pass. I guess I suck at giving feedback, but I speak for a dozens of my friends from silver to low level competitors who have given me similar opinions about it and it's colossal scale and rotates. Of course you can argue about community feedback and only listen to direct playtesters... as an ld the map is yours, you make it what you want. I never want to come off as rude, and I would like to see this map in a competitive state eventually (as I mentioned in my post).
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@Squad So all of the layout reworks that occurred so far were by catfood? I didn't know that at all.
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Holiday maps were fire and I always liked them more then the core maps. I'mma reinstall to try this one
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@Zarsky Sounds better than 3000 a year... I'm in!
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I don't que this map either and I am usually not particular:
- The frame rate is poor due to complete ignorance of performance hits caused by props and high res textures all over the place. Areas with little combat are just as detailed as choke points, leading to unnecessary lag. This is pretty much a deal breaker.
- The layout is not fun to play in scrims due to boring, long rotates and its colossal scale. Reading T attacks is frustratingly difficult due to the vast number of paths they are provided. The map is too complex, even once you understand its layout.
- There are too many corners and pieces of cover surrounding T chokepoints. CT aggression is hard to perform, making it even more difficult to read T plays.
The mappers priorities seemed to be on art which he nailed beautifully, at the painful cost of performance and layout.
The fact that Valve added this map is not a testament to its layout greatness despite what some seem to be inferring. As an example, they have also readded seaside which is fun but has numerous game breaking boosts and angles and is a fundamentally flawed layout. I think Ruby could have been improved, but since its in Valve's hands now it will likely remain largely unchanged.
Regardless, congrats on the extended release, if one thing is for sure its that you put lots of time and effort and passion into the art and it is probably the best looking outdoor map made for CS.
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This is so much better man. Before it felt like an outdoor nightclub, this is much more atmospheric and is still unique.
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@Byron Will do thanks! I'm just glad it doesn't seem like the same place I'm refrencing!