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Posts by Interfearance

  • Rain [W.I.P]

    • Interfearance
    • August 1, 2019 at 1:34 AM

    I made this layout in the past two days and yet it feels like it has more potential than any of my other grayboxes.

    For the theme read workshop description. Feel free to leave feedback on the workshop or over here.

    The name is has to change but here is a temporary one.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1821407841

    Overview:

    A site:

    B site:


  • de_Vice

    • Interfearance
    • July 31, 2019 at 6:23 PM

    Your map is already taking 2 hours to compile and its not even detailed? Func_details might make the portal flow faster!

  • [WIP] | Moon

    • Interfearance
    • July 31, 2019 at 6:11 PM

    Try using autoradar. You make visgroups for the floor and walls and it does the rest for you. It also looks twice as good no matter how experienced you are at using the traditional radar method.

  • John Wick

    • Interfearance
    • July 30, 2019 at 4:53 PM

    Parabellum was a lot of fun and like every other John Wick movie has great action sequences. I think they went a little over the top in places like the scene where he drives a knife slowly through a guy's eye, but he only killed like 60 people this time so hooray. Spoilers: Zero was a really cool character and it sucks they killed him off. Also I laughed at the scene where Sofia almost kills the dude who runs the citadel over a dog John says "I get it" . Entertaining watch!

  • Mustang (formerly Everest)

    • Interfearance
    • July 30, 2019 at 2:57 PM

    Cevo gets their map scores by multiplying the file size by 10 gottem

  • Turbulence

    • Interfearance
    • July 30, 2019 at 1:52 PM

    Okay I just ran around the workshop version that is up and this is more confusing than Piranesi which I had just played before it. I think the map is less labyrinthine than it is choppy in terms of flow. For example on multiple occasions the player must go forward to go backwards (old minimap, but this part is there):

    Also the path with an X on it serves to confuse the player further because it seems like the logical route to take but is a dead end. I don't think making it possible to drop down to it from the bridge near A is worth the flow disruption.

    It seems that this layout hinges around the middles that cross over eachother, but its hard to imagine effectively holding all these areas as a CT. If you don't want to give them free map control you have to contest the upper middle, lower middle, and both sites. This leaves only one 2 player setup. Otherwise you face upwards of 3 attack points on each site.

    I don't really see the game play value of the lower middle and it confuses the player. It took me 3-4 minutes to understand the map in noclip! The upper middle was much more logical and tied into the crashed airplane and flowed into each site nicely. It seems a bit empty in terms of cover though.

    My final feedback is that the straightforward T routes drag on forever (12-13 secs each) and the A one in particular offers little interesting terrain variation. I am a fan of unorthodox layouts, but this feels like adding unnecessary layers to an existing design concept rather than actually reinventing it.

  • Exotic Places CS:GO Mapping Contest 2019

    • Interfearance
    • July 29, 2019 at 5:12 AM

    @moon I am not the definitive voice, but since the winner can be added into the game and csgo never has surreal/fantasy locations accepted I would say it's a no-no. Usually the environments are at least a little rugged and realistic.

  • Exotic Castle map Work in progress pictures...

    • Interfearance
    • July 29, 2019 at 5:08 AM

    #read the first sentence where i say i understand why he used forge. Sorry for my hostilities towards volvo and their crappy sdk!

  • [WIP] Bombspot Bitcoin

    • Interfearance
    • July 29, 2019 at 5:06 AM

    Garage looks great. Raid from BO2 might be the ultimate reference depending on the estate you are going for.

    Spoiler [Blocked Image: https://vignette.wikia.nocookie.net/callofduty/images/2/29/Raid_Load_Screen_BOII.png/revision/latest?cb=20121209080157]

  • Blender

    • Interfearance
    • July 29, 2019 at 4:56 AM

    @NikiOo I pretty much did the opposite and completely understand what people are complaining about all the time. If you start on the convoluted program you don't really know what you are missing in terms of accessibility. Also, the addons for blender can be useful but most of them are niche gimmicks or absolutely necessary to perform a task. My fav had to be the one where you can use perspective reference photos to create geometry for renders by tracing over the picture. I am still confused who the target audience is. Its a 3D modeling program, not nuke. Then there is the cabinet generator which is probably the reason there are so many crappy inaccurate interior renders that you see in the real estate business. There is literally an addon just to have usable retopo tools. Right now I am looking at an addon that claims to aid blender's rudimentary reference plane tools. The list of tools that try to compensate for blender's lack of functionality goes on to UV wrapping, sculpting, rigging, etc, etc. I am not trying to shit on blender. The plugins ain't that tight tho, and if they weren't free it would be like paying for something that should come stock installed. I'm gonna give blender another chance for basic 3D modeling and see how it goes.

  • "Dash" Gamemode Idea

    • Interfearance
    • July 27, 2019 at 2:07 PM

    Teams:

    -5 T's

    -5 CT's

    Objectives:

    T's: Burn down clock or kill all CT's

    CT's: Escape in time at one of two locations

    Setup:

    -Rounds start with 1 minute for CT's to push through the first well-defined thresh hold. Upon doing so CT's gain an additional 45 seconds to push through the second thresh hold.

    Upon reaching that thresh hold CT's are awarded another 45 seconds to make it to the escape points.

    Map types:

    -If I make a map it will probably be decently long but not linear and contain two confrontational points per threshold. If this proves too hard for CT's then more can be added to thin out defenses.

    Flow:

    Spoiler

    Since this is a flow chart, distances are approximate at best, but the flow is quite clear (hopefully).

    Implementation:

    So I am stuck with this idea and I have no clue where to start making the mode! I mean I understand what the code or scripts would need to do (increase time when player passes specified brush type, end game when player hits another brush type). Problem is I don't know the first thing about coding (other than web design). Can anyone give me a quick hand or even resources? Thanks for reading.

  • Exotic Castle map Work in progress pictures...

    • Interfearance
    • July 27, 2019 at 4:14 AM

    Yeah I don't blame him. Hammer encourages the creation of on the grid, normie maps, because anything else is a pain in the ass and hard to prototype. The current map pool in CSGO reflects it, the only map that ventures off the grid in a noticeable way is ovp, a map produced by employees at valve. All of these angles don't really matter is your map is a boring ass four leaf clover (like so many now) because you took the safest approach possible. Of course simplicity is still a huge bonus for a map so I am not saying a labyrinthine jumble of connectors is a way to go either. I'm just saying map that beats Dust 2 (if ever) will not be a four leaf clover!

    Also, what if the upper bombsite is so high that you die from falling 625+ units. That would be nuts and kill the instant rotates (haha)

  • [WIP] De_Luau

    • Interfearance
    • July 27, 2019 at 3:52 AM

    Looks nice, but the buoys are confusing. The floating lines at the beach don't need anything to float them, they are less dense than water. Buoys are for boat traffic not beaches.

  • Swamp

    • Interfearance
    • July 24, 2019 at 8:52 PM

    So I always did 3d modeling, but I would use Iray materials for renders in Marmoset (to name one renderer). What kinds of materials do you use for source models? Do you make them, or are preexisting ones adequate? Also is that a water blend texture, or are those particles on the water decals?

  • [WIP] Passo

    • Interfearance
    • July 24, 2019 at 4:15 PM

    This is like 10 different maps lol. Cool color themes.

  • de_bucha

    • Interfearance
    • July 24, 2019 at 2:15 PM

    @Ynel This is so weird it was working yesterday!

  • de_bucha

    • Interfearance
    • July 24, 2019 at 2:33 AM

    I'm signing up for a playtest today. Here is the patchy but functioning radar:

  • Blender

    • Interfearance
    • July 23, 2019 at 11:56 PM

    Ubisoft still pushes their products out on an otherwise obsolete platform that is required to run them. They are only using it to pinch a few pennies and avoid enterprise pricing. Even with new accessibility updates to blender, it is still a clusterfuck and is still filling its role as ugly, cheap, 3D software that gets the job done the same as any other $1,000 per month program. I think the majority of the support is coming from indie devs who realize it is not half bad for the cost ($0). Personally, I use Maya cuz I get it for free, its amazing, and Autodesk can't imprison me if I decide to use the models for a competition.

    Edit: Also, Epic games earns 3 bil a year...

  • anchor

    • Interfearance
    • July 23, 2019 at 7:23 PM

    The small room on the approach to A feels claustrophobic (I played the map). Looks good otherwise, cant say more with play test.

  • Swamp

    • Interfearance
    • July 19, 2019 at 1:23 PM

    This maep bad becaues too mch wader in swamp!

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