@fewsebIn other words valve doesn't generally accept fictitious themes or ones linked to Nazi germany. Weird historical flex but I digress.
Posts by Interfearance
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Quote from jeplmr
On 1/3/2019 at 2:35 PM, jeplmr said: I didn't finish the label, but I recreated a pill bottle that was sitting on my desk. Modeled with blender, textured with GIMP.
[Blocked Image: https://pbs.twimg.com/media/Dufkr82UwAALIjI.jpg:large]
I have a strange feeling that whatever you are doing is working. But I can't identify it!
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Quote from DMU222
On 2/10/2019 at 3:49 PM, DMU222 said: @MikeGon Damn I don't know what I would do if I lost my PC and all my stuff. Sounds like a complete nightmare, I hope this does not affect your motivation to work on maps. I wish the best for you, and I hope they don't damage your hard drive or worse.
I would pull a mcskillet if that happened and I lost my progress. This is why I frequently upload to workshop, and have cloud backup.
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I do the same crap with defuse maps. I must have milled through 8 grayboxes so far trying to find the perfect combination of unique layout, cool theme(s), competitive potential, and excuses for things to be where they are. Your bunker idea looks super sick and I hope that is the one you complete, if not 2 or all of them.
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I got a win on my first game. Hitscan is kind of a joke in br. Also some of the abilities are really aggrevating to play against. I like that there are unique locations, no fall damage and rough pathing instead of pubg style open-ness. Also the lense effects are really annoying. I'm so tired of br it's so easy since the majority of players will be bad cuz there are no ranks and the game is demanding.
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Quote from blackdog
On 2/9/2019 at 6:04 PM, blackdog said: Apparently the game it’s too successful or they effed up something, and it’s down on ALL platforms.
Say what you want but I find ridiculous that you can’t even get in the main menu because servers are down or something, you can’t even do the training and play with settings?
Now that I’m finally in the main menu, I can’t even fix the settings, that for some reason have all changed.
game keeps saying matchmaking… starting… matchmaking…
You are overestimating ea. They ported titanfall 2 guns into a new game mode and released it as a standalone game that already has microtransactions. How fast can they milk it dry ??
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Quote from I ♡ The 1950
On 11/29/2018 at 1:21 PM, I ♡ The 1950's said: Oh don't you worry, Haribo is in Canada for a rather low price
I would have never known just how tasty it is if my German grandmother never got me hooked on it XDI actually found it first in Europe in the form of F1 car gummies. I am probably the number 1 haribo purchaser and fan in the world
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@blackdoghaha one time I bought titanfall 2 on Amazon, and when I redeemed it on origins I couldn't run it because it said I didn't meet the minimum requirements. My old PC had an i7 920 and a 1050ti. What a braindead platform.
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@pylacsucks that no one responded looks like a lot of work. I will try to review it soon
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@blackdogyeah I was really about to delete my comment. Throughout the week I learned a lot more about the site's system. However, the notifications still have flaws. If you follow someone to see their posts you are shown a notification every time they react (is there a way to change this?). Also the actual creator of the thread is surreptitious compared to the last commenter in the list view. I don't really see the rationale in this as opposed to badges with numbers for unread replies like the bell. Their pfp takes up a good space on mobile formats. Rest of what I said in the last post was really stupid when I reflect on it. I am still learning. When I first came to mapcore I asked people for feedback through messages cuz I thought the community was like 100 people ?
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Quote from blackdog
On 10/30/2018 at 4:40 AM, blackdog said: I haven’t played the latest versions, but not all areas of maps need to be very connected.
I see the choice as a balance of ability to take/retake, looking at the layout, A-site makes me think of Inferno B-site. It’s tucked in a corner with only one way in for both teams.
But unlike inferno it makes mid con the most viable rotation every time which leads straight on to site, whereas speedway which is fastest on inferno leads to arch side, library and truckside (if you so choose)
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What is that blank Dev texture you used? It looks so clean
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Quote from Serialmapper
37 minutes ago, Serialmapper said: Radix , I think that you are too harsh on yourself. You did an amazing job in the limits imposed by the old and dusty source engine. I played this map many times on a 44 slot server at full capacity and nobody complained about frames per second ever.
Hmm maybe I'm an anomaly but my frames were really bad and my friends complained too. It was like black gold for us.
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@Radix oh crap that map is yours! Nice ? Screw the haters make the whole building red

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Quote from RadixDisplay More
3 hours ago, Radix said: Well, it's okay that it's been removed. It has been in the game for 20 months. There are only 2 community maps which have been in CS:GO for longer: agency and cache... To be honest, it's ridiculous how long austria has been in CS:GO. It's really not that good after all. It doesn't look as good as the other maps, most of the assets are really bad. I made many of them with Propper back then (which is just LOL), because I could not handle Blender yet. There are also a couple of problems with the gameplay. And optimization is a problem because I did it wrong. I used way too many small props. Nearly all other maps run faster (only subzero and biome are also a bit slow), but that's because the "autocombine" feature doesn't work (or I'm just too dumb to make it work?). E.g. de_nuke would lag like shit if it didn't use static prop combine. The bad performance is probably one of the biggest reasons why the map dropped out in the end. So it's sad that I could not finish my update earlier, which made it run ~20% faster, and there was still some space to squeeze a little bit more out of it. And, as already said, I also replaced a majority of the ugly props with better ones.
So, why didn't I update the map earlier? In early 2016 Valve killed the compiler for me. There was a bug which made static props look way too bright when lit by a light_spot. In most other maps this wasn't a big issue, but still noticeable. But it made de_austria look really bad because there are many static light sources and white textures (snow), so I could not update my workshop submission anymore. So I wrote to my contact guys at Valve something like 4 times, but never got an answer. So I decided, to leave the map like it was. There were no game breaking bugs, and it was added to an Operation already, so it wasn't really necessary to improve the map anymore. So I decided to make a new map. But after nearly 2 years of working on it I realized that it was just not good enough. So I took a break from it and came back to de_austria, when it was promoted to competitive matchmaking again. I wrote to Valve again asking for a compiler bugfix, and it was finally fixed in December 2018. But ultimately too late for me and de_austria.
What about communication with Valve? I have two guys from Valve in my Steam contact list and an email address. If you want an answer you should probably use the email, lol. Usually they tell you what they want and what you have to do. Sometimes they send you a list of bugs in your map. Once (October 2018) I got some balancing stats of de_austria (T vs CT win percentage in different skill rankings, pistol round vs later in the match), which helped a lot, but it was too late to actually use this information. But I never knew how many players were actually playing the map (compared to other maps). Nothing about which game modes were played or how rounds are won (bomb vs kill them all etc.). And of course I did not know that the map would be removed. Maybe this was all my fault. Maybe I should have asked explicitly for information. But I always felt like "they are busy, don't bother them and just do your thing". But that's probably what's wrong with me. Would be interesting to hear what the other Operation guys think about communication with Valve...
All in all de_austria has been a huge success for me. The Operation money I got, plus the payment for 10/2018 - 01/2019, (all in all ~1,5 Operations) gave me the chance to work on another map for two years. Unfortunately I failed. So time to get back to serious business, I guess. Unfortunately there are no Operations anymore and the current payment is just not enough. So even if you get added for 3-4 months like subzero, it's still a financial fail. So we probably won't see as many high quality maps anymore in the future.
Well, optimization is an issue in de_austria, but it's not that bad, I think. My system is >2 years old and de_austria still runs >>200fps at any time with a high screen resolution and max detail. I have another old pc (most components >15 (!) years) and it's still playable.
In 5v5 you should always spawn at the front row.
But things like that should be reported earlier. Why not write a comment on the workshop page of the map (or in this thread)? I mean, I could have changed anything in the map, but nearly never got any useful suggestions (except what's in this thread here and a few bug reports).
Now I know my PC is really messed up XD. Pretty sure I didn't know about mapcore during hydra and didn't know there was an Austria thread
Fmpone apparently made 18k plus off of the cache remake in the operations and it's in the game now so there is some sort of nda with valve so he's prolly not too short on paper to continue but who knows. Anyway it's really nice to see someone admit failures but if I have to be honest Austria was way better than Biome from both a casual and competitive standpoint due to it's much greater simplicity and catering to various ranges of guns. Can you tell what the theme of your next next map will be yet? ? -
Quote from blackdog
5 hours ago, blackdog said: This is one of those soul-destroying things
you would expect/hope that Valve was more communicative with the contributors. A map that has been in the cycle for this long deserved it. Also it’s still winter, I don’t see why removing the winter-y maps now.Only lesson I would make of it, is to try and engage with the CSGO team early in the process, maybe they weren’t expecting your update the map.
Hopefully it will be reintroduced next autumn ??
The middle section was interesting and I don't have too big of a problem with snow, but last time I played the map my frames were terrible on a 1050ti and i7 9(20?). I don't understand how optimization was such a huge oversight. Also the t spawns are really badly designed because the best spawns for every lane are the front row meaning that luck is a factor in rush timings and you can get screwed by the furthest back spawn. It had a nice theme though.
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Quote from blackdog
5 hours ago, blackdog said: Austria is out @Interfearance…
Fuck I am stupid thank you for the correction. I just miss subzero and hope they are actually working on it for the map pool instead of scrapping it...
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Quote from DMU222
13 hours ago, DMU222 said: Ran around the map for a bit, and I've got to say, the bombsite with the hanging cargo crate is really interesting. Anyway, here is some feedback:
1) The map is way to big, making it boring to run from place to place, on the other hand, your mid is very small, keeping you from doing anything interesting with it. I would recommend very carefully scaling everything but mid, and redesigning mid completely.
2) Again, the bombsite with the hanging crate is interesting, but T's not being able to plant under the crate devalues their lower entrance. Why go lower when the other entrance has a height advantage and allows you to plant the bomb more quickly?
3) As I mentioned in point 1, mid is small and boring. Just feels like a after thought passageway rather than 'mid.' I feel like coming up with a very interesting middle area is key to a maps success, so making a proper mid will greatly elevate the quality of your map.
4) Lastly, the site on the ship, I like the idea, however it feels almost too similar to your other site, as it has an outer upper passage and an inner lower one. Overall the area around the site is way to large for proper game play, and the site itself is extremely uninteresting and boring. If you want to see ideas for how to keep the ship design but make it work with CSGO, check out the map Glace, its A site is also a large shipping ship, and works quite well for CSGO game play.
Thank you for the feedback. I feel the same way about mid and the ship site. I will also end up making B plantable on both levels because I realise that lower has little value. The fork route was a futile attempt to fix this but it won't work. Regarding the long open passages like CT to B I will definitely break them up and add details to make them feel better. Right now they are like colossal corridors. Thanks for the second opinion, I will go through with these fixes!
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A slightly non-standard map that is set at the Los Angeles cargo shipping port.
One of the bombsites will be within a gigantic Maersk cargo ship and the other will be on a container suspended from a very large cargo crane (which I have not represented yet). I am ambitious, but I want this map to be the first to get past the gray box as well as my first non standard layout idea. Right now it is really rough because I only had a few hours to work on it, but I would like to hear your feedback about the pathing and possible issues you see arising. Don't bother me too much about adding props, I'm mostly concerned about the layout. There is not even a radar yet

(I also have a backup plan which is a map without a middle based on a castle by a cliff. It is inspired thematically by Piranesi and functionally by Crown)
Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1626108488