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Posts posted by Radix
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First of all I really like the looks. With some tweaking this will be a even better.
Having this strange problem with plants :/
I used to "Disable Shadows" in the models' properties when plants cast unrealistic shadows (this only disables the lightmap shadow).
The small plants (your second screenshot) often look better when you set "Ignore Surface Normal" to "Yes".
Maybe give this a try.
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It's probably just this:
They are the same in Counter-Strike with the added benefit of clip in preventing the nav meshes from overflowing outside the clip brushes.
For this reason, use only clip brushes (unless you want to manually delete nav areas from the non playable area when using player clips)
Or maybe it just doesn't work as intended...
That's what I found out:

Well, humans=chickens>bots

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It's pretty confusing to see that nowadays people prefer to watch others playing (even if those can't play at all) instead of playing themselves...
Well, there are probably more youtube videos of my "Gelocity" maps (Portal 2) than there are players who have actually downloaded the maps...
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Amazing map!
Looks really good, and there are a lot of original and outstanding gameplay ideas.
But there are a couple of things that should be fixed/reworked, I think
- You can see many props disappearing (fade distance too low)
- Most players prefer (diagonally) clipped stairs, maybe change this?
- Didn't play the map yet, but there are probably too many hiding spots at bombsite A (?)
All in all really good so far, definitely a map that should be included in a future operation imo.
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Well I like the idea, it just needs a little bit of optimization, I think.
At first sight you don't recognize that the red signs are important (and point to the bomb sites).
Maybe you should make them bigger and more noticeable. (I don't know if this would still look good)
And I think you should make the pole a littler wider, as the others already said.
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I like the combination of classic and modern buildings. It looks real and interesting.
But I would modify the color composition a little. On the pictures it looks a little too grey (especially compared to your reference picture). Try to get the colors a bit warmer. Particularly the sky texture should be more "blue" in my opinion.
But all in all it looks really promising. Architecture/geometry is pretty good so far.
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Looks pretty nice so far!
But what happened to the other map you were working on (de_grace)?
Discontinued/paused/nearly finished?
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I'm a little confused.
More than a month and still no new operation. Will there be another operation at all? Or wmaybe something different?
Also wondering why it's currently so hard to play community maps: Apparently you can only create a lokal server or connect via direct IP (?)

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Yeah, thought about changing the name because most people don't know the original (?) meaning of this word anymore, but finally decided to keep it.
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Don't care about those who don't like the new style. These guys play only dust2 since 2002 (the year they were born) and get angry when a crate gets moved by 1 inch...
The map looks so damn sexy now, I'm sure it will hit as hard as a wrecking ball (with a Miley Cyrus sitting on it)

Really can't wait to play this...
But could you please delay the release for a while? As soon as this is online, no one would ever download my crappy map anymore.


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Thanks!
I know that it's a bit generic, but that's how it looks like when skills and time are very limited.

I should pay you for making some props and textures so that it looks as awesome as your maps do. lol

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Finally (...) found some time to make a couple of changes.
New version of the map can be found here
Mostly gameplay changes and a couple of tweaks (fps, readability, bots, clipping, ...), visuals are pretty much the same, just some polishing, lighting changes etc.
Feel free to give it a try.
- OrnateBaboon, Deh0lise and Squad
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Well, the map isn't that bad, but really not impressive, especially not after almost 3 years.
But he seems to be right when he says:
"Im Brute, I know what Im doing, it will be played not matter how it looks".He got tons of subscribers and obviously good raitings (currently #6 top rated all time).
Sometimes I don't understand the community...

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Really looking forward to see this finished.
This map is probably
one ofthe most underrated gems you can find in the workshop.You should consider relaunching it, when it's done...
- ashton93, OrnateBaboon, Single and 1 other
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Great work! Looks really cool and layout is simple but still interesting. Exactly what we need.

Should be added to next operation - especially since they didn't add Pakistan the last time (for reasons unknown)
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I can see it with a snow theme
Somehow funny, because when I made the base layout of the map (Over ten years ago... Wanted to make this for CS:S, but didn't like CS:S, so I finally made it for CS:GO
) it actually had a snow theme - wanted it to be an european winter village. But I didn't have enough time/skills to make custom textures/models so I decided to use the stuff from inferno/italy... -
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Thanks a lot! This is really helpful.
1. I will keep the red route - For the same reason you have mentioned (and as an additional option for CTs when Ts camp at TSpawn with snipers etc.)
2. Cover at 'A long' will be added, maybe where you have painted it.
3. I will think about changing the middle. There are too many options there and players just camp there instead of using the other routes to the bombsites (which are actually much better imo)
4. Wine cellar doesn't get used, maybe because it's too dangerous to get in there and there isn't a real benefit from using it.
Maybe I will move the entrance a little to the T side so that it's easier to get in there (aso there would be more space in the upper center) (-> see picture below)
Also thought about making a connection from the corridors at the left to the wine cellar (blue), while removing the other connection to the middle (green).
But this would probably be too complicated (?)
I'm still not sure if I really need the wine cellar at all anymore.
5. All indoor routes actually don't look good, I will have to rework them all. Maybe I looked to much at inferno/italy while making the map...
6. Your changes (orange) are interesting, I will think about these.
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Thanks, that's really helpful.
My settings were based on de_inferno, but with increased brightness (light_environment) and reduced AutoExposureMax.
Shadows seem to be too dark on the screenshots, that's true. Didn't notice this while testing. Will take a look at the settings again.
Maybe there are too many routes in the map, but actually there are not really more than in dust2 or inferno. The overview looks more complicated than it actually is, particularly because the map is compact, especially the central area.
Still thought about removing the indoor route which starts at TSpawn and/or the wine cellar route. (The latter would cause a dead end in the center -> I would probably have to change this as well)
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Thanks for your comments, guys!
If someone of you really played my map, I would be grateful for some feedback / ideas how to improve it, since a lot of you are some kind of (semi) professionals and I'm a real amateur at making maps.
That's actually why I posted this here, because those "Valve add this plx", "Please rate my weapon skin" or "плохой" comments on the workshop don't really help me.

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Hi everybody

My very first comment here and my first CS:GO map as well...
I've been making maps for a while now. Started with CS 1.0, but somehow didn't continue this for a couple of years. Finally I took it up again with Portal 2 and released 5 maps called "Gelocity".
Well, here is my first attempt to make a map for CS:GO:
- mr.P, Psy, OrnateBaboon and 16 others
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help me with one problem (missing textures on the levels)
in Level Design
Posted · Edited by Raidix
But you don't want to make "de_mirage_night" or something like that, do you?
