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Posts posted by Radix
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40 minutes ago, fewseb said:
Arms race doesnt use regular maps
Next time I will have to think at least for a second before I write something.
So basically comp + casual + deathmatch.
40 minutes ago, fewseb said:they only cycle 3 maps not 4. Even though Agency is in the game and in MM, it doesnt seem to be counted for the 3 month cycle which is fair, considering it took 4 operations for it to get a semi-permanent place in the game.
Not 100% sure about this. Maybe workout will replace agency in case more players play it.
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On 4/27/2019 at 12:30 AM, blackdog said:
I don’t understand tho why they’ve already removed Abbey: it’s a very fun map but was quite hard to get to play it in standard matchmaking.
Seems like they stick to the 3 months cycle. In my opinion too short. As soon as players have learnt a map and you (the map creator) are able to improve it, it's gone already...
On 4/27/2019 at 12:30 AM, blackdog said:Nothing against Workout, but don’t see the relevance of CS maps nowadays, and why are they even available in comp mode.
I don't think that the game mode is the problem. It's just that there is not a single map that is good enough. Most of them are just completely imbalanced, or were created when essential game mechanics just didn't exist yet (smokes, molotov etc...). Maybe cs_workout will do better.
On 4/27/2019 at 12:52 AM, fewseb said:More importantly, why was zoo the map that got to stay? That seemed to have the lowest playtime of all 3 maps.
They (Valve) just look at the play time (all game modes together) and the two maps which are played most stay, the other 2 drop out.
For me (may differ on higher/lower skill rating) zoo had the shortest queue time of those three defusal maps most of the time, closely followed by abbey. But that's just competitive matchmaking. There is also deathmatch,
arms raceetc. which seem to matter as well after all.Btw I would love to see some community Wingman maps being added. The currently playable maps are mostly pretty bad imo...
- Vaya, Lizard and That50'sGuy
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11 minutes ago, TECHNICKER said:
I have a one question guys. will the radar upload to the workshop automaticly?
Yes.
https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool
The map publish tool will automatically pack certain files if present. If any of the files are on disk at the time the map is selected for upload, the tool will add these to the BSP's pak file for you.
- maps/mapname.nav file used for bot navigation.
- maps/mapname.txt file used to populate the loading screen text.
- maps/mapname.kv file used to specify default game mode, character skins and other options .
- resource/overviews/mapname_radar.dds used for the radar and spectator overlays.
- resource/overviews/mapname_radar_spectate.dds, an optional file used for the spectator overview if you would like your overview to look different than your radar. If this doesn't exist, it falls back to using the radar file.
- maps/cfg/mapname.cfg, a cfg file to run when this map loads (used to support custom game modes).
Other files (for example, custom materials and textures not shipped with CSGO) need to be packed in the bsp separately using bspzip or third party tools. Note: Pakrat will corrupt some CSGO Nav files, so it's best to let the map publish tool do the nav file packing.
- El_Exodus, Roald and TECHNICKER
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Finally found some time to give it a try and opened the ceiling as suggested above. (Thanks @RadimaX and @Squad for sharing your ideas.)
I tried out different things, but at the moment it's a mix of second floor+railing and some renovation work going on (so that I could remove the railing partially for easier grenade throws)

Also opened the (upper) wall to middle ("main hall") so that you can throw grenades there from the small room shown on the picture ("storage room") (or opposite direction).
The room is also larger now. Still not the most exciting room, but all in all I think it's a lot better than it was before.


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My English skills are probably too bad to find the right words, but that "proclamation" on your screenshot is not just grammatically wrong.
Well, back then the Germans had some pretty impressive epochal architecture and you may use these historic buildings as an inspiration for your map. But it has to be always 100% clear, that it's the past and that the Nazis were the bad guys. We do not want another "Deutsches Reich". Because there is nothing good about that era. The Nazis started a completely senseless war and murdered millions of people just for being different and people who didn't want them to murder these people. Or people who just didn't want to raise their right arm like that one guy on this picture:

After all I just want to say that you should be careful with that Nazi stuff.
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6 hours ago, RadimaX said:
One part inside had very little going on but cannot put my finger on it really so i just edited the picture slightly so you can see what i mean, always felt i wanted more of that nice variation:
I know you keep it bright inside for clear visibility but that does not have to mean 100% same texture all the way around, ofc not saying red/blue walls like nuke but a TINY change like this?Players can still stand out clear as day while simultaneously bringing some of the reoccuring textures from the outside of the map just play around with your imagination to give it more "flavour"Yeah, I've never been happy with the whole indoor areas. I've already done something similar to your suggestion. For example the main corridor in the middle has a yellowish wallpaper texture now. Still not happy with it, but at least a little bit better...
4 hours ago, RadimaX said:But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that ceiling like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here"
Or alternatively just raise that Light up flush with the beam!
I like the idea of opening the windows for nades. I've already made some changes to the room you are talking about, because it turned out to be one of the most important areas of the map, but it always was way too narrow and boring.
I thought about it for a while and don't see any downsides from opening the ceiling + windows, so I will give it a try, I guess.
These edited pictures look pretty cool btw.

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53 minutes ago, blackdog said:
Although I’m not sure the AWP argument is correct: I pretty much always play my DM with AWP or Scout (since I don’t snipe in comp) and I won several matches on Austria no problem. I think that if people are DMing to warm up, they might want to do on maps they will queue up next, to “refresh their angles” (although to me most people look like just running around like CODders).
Good argument. Probably more correct than the idea I had.
53 minutes ago, blackdog said:btw is the voting somewhat broken? Often seems I don’t get to vote what map to play next, don’t see the “roulette” animation in case of tie votes…
Yeah, seems to be completely broken. Often the vote time is <<a second; sometimes there are no votes at all and a map with 0 votes wins...
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On 2/2/2019 at 12:25 PM, jd40 said:
Had pretty much the same experience, except I knew the maps would be switched up in January (because I specifically asked). Didn't know the playtimes, was a little surprised it was biome that stayed, especially since it had the longest MM queue times. Would be good to have a playtime API like operation hydra did. I guess for now it's best to just ask them how your map is doing playtime-wise and hope they answer.
The queue time is just one hint. But there is also casual matchmaking, deathmatch etc.
As long as Austria was in Casual MM group Sigma, it was doing pretty well. I often played it in deathmatch to warm up, and it felt like every second match was on de_austria. But the moment Valve moved it to group Delta, it wasn't played anymore because now it had to compete with mirage, cache and inferno which is just:

Not only are these maps on a completely different popularity/quality level, but also they are AWP maps and Austria is not. So people who like the AWP, queue for this MM group, but Austria doesn't like AWP players.

Maybe it would have been more transparent if there were something like 3 different groups of (de_) maps. New maps get added to group 3. The most popular maps of group 3 get moved to group 2, while the least popular maps of group 2 get degraded to group 3 and the least popular maps of group 3 drop out (and so on for the other groups).
So if your favorite map is in group 3, you should play it a little more often so that it doesn't drop out. On the other hand there would be a chance to get rid of maps like cobble


Or maybe a completely different queuing system where you vote against maps you don't want to play or whatever.
Also there should be a little more time for new maps to establish. So "2 in, 2 out" after ~3 months has the consequence that the new maps will be removed immediately again in most cases.
In my opinion for example subzero is better than canals, cobble (nuke and train). It just needed some balancing work to be done (?). But there was absolutely no time to get it done for a single person...
(Also: What about Wingman community maps? Hostage maps? ...)
On 2/2/2019 at 12:25 PM, jd40 said:Did you check out reddit comments? I think there's a lot of feedback in various update and map related threads on r/globaloffensive.
Yeah, reddit is probably the place to go when you are looking for player feedback. But it's just player's opinions, not reliable data. So for example pretty much everyone said, de_austria was imbalanced. One half of the players meant it's heavily T-sided. The other half said, it's CT-sided. But according to the data I got from Valve it was pretty much 50:50...

In the end the most useful feedback was just playing the map and watching others play it. And of course some youtube videos, e.g. from 3kliksphilip or TheWarOwl (who really knows what he's talking about).
- a Chunk, jd40 and Serialmapper
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3 hours ago, Vaya said:
congrats on your success with this map/. with the 2 year project - you should post on here or on the discord with the issues you are facing. it might be savable.
Thanks! Of course it's saveable. I will try my best (I would even try to save a stupid snowman in hell, I guess
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But I wasted a lot of time and I can't spend so many hours per week working on it anymore. So I will probably finish this 2021 or so. Maybe even de_highlands will be released earlier.
15 minutes ago, Interfearance said:Can you tell what the theme of your next next map will be yet?
I chose a setting in Norway/Scandinavia, a little similar to blacksite, the Danger Zone map. But I never managed to make it look right. Maybe I'll change to something else. Have to rebuild 30-50% of the layout anyways...
- Interfearance and Vaya
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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 2017 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.23 hours ago, Interfearance said:last time I played the map my frames were terrible on a 1050ti and i7 9(20?).
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 >10 (!) years) and it's still playable.
23 hours ago, Interfearance said: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.
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).
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Congrats!

- esspho, Roald and Interfearance
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That moment when you realize that your work of the last four months was a complete waste of time...
Well, I was working on a new map for a while (which turned out to be a huge fail, but this is a different story) but when de_austria came back to competitive matchmaking, I decided to revise a couple of things in de_austria. So I started to rework a bunch of the worst assets, so that everything looks a little better and, more importantly, that the map runs faster (especially on older systems). Because I didn't manage to make the autocombine feature do it's job, I decided to do it manually (also called "annoyingcombine" or "extremely time consuming combine") and grouped a huge amount of the props to reduce draw calls, which made the map run a little faster overall. Also moved 90% of the map to create more space in the center (...), made a new bot nav mesh, new radar image, some minor gameplay tweaks, added support for Wingman game mode and many other small things...
Last night I wanted to start the very last final compile before updating my workshop submission. That was exactly the moment when I noticed that there was a new CS:GO update which removed my map from the game. I've been a little bit late, I guess (as always in my life).
Anyways. It was still a pretty cool thing to be part of a popular video game for 20 months. Especially for a complete mapping noob, who has absolutely no idea what he is doing and can't even play the game.

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I guess it's Source Engine/CS:GO.
So...
1. Give your platform props a name (e.g. "clock1", "clock2", ...). If I got you right, you have 4 different skins for each minute. So set the 4 props up to use the skin you want them to use in the beginning.
2. You will need some additional entities: logic_timer, math_counter, logic_case
3. logic_timer: Set "Refire Interval" to 60 (=1 minute). Go to Outputs. Add a new output with the following parameters: On Timer/*name of the math_counter entity*/Add/1
(Maybe you will need to activate this logic_timer entity at the start of each round via some kind of trigger/logic_auto)
4. math_counter: Give it a name. Go to Outputs. Add a new output: OutValue/*name of the logic_case entity*/InValue
5. logic_case: Give it a name. Case 01: 1; Case 02: 2, Go to Outputs. You will have to create 4 outputs for each case, because each prop uses a different skin at the given time (right?). OnCase01/clock1/Skin/1(*), OnCase01/clock2/Skin/2(*) and so on... (*= or whatever the number of the correct skin is)
Maybe I missed something important, or there is an easier solution, but at least this will give you an idea how to make this...
Edit: What I wrote before for the logic_case was wrong. It should be correct now.
- a Chunk and The Honey Badger
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17 hours ago, Vaya said:
use the older vrad. someone left the details on r/csmapmakers
I guess you mean this:
Maybe using the old vrad helps with the new problem but brings back the lighting issue we had before (static props were too bright when affected by light/light_spot; see here: https://imgur.com/a/xpi7j ).
I'm currently trying to find out what's causing the issue... It seems to be a little inconsistent.
Mostly props that are touching (or are surrounded by) brushes like windows/corner bricks, but not all of them somehow...
- Serialmapper, Interfearance and Vaya
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26 minutes ago, Serialmapper said:
Does anyone have the same problems?
Yes...
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Just saw THIS via CS:GO's watch live match feature:
10 different accounts controlled by one person, who always only played one character. Walked to the enemy's spawn zone, killed them all, then switched to another character/account in the next round and repeated until match was over.
Apparently to sell the Global Elite accounts or whatever. Poor kids...



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On 11/27/2018 at 7:57 PM, MikeGon said:
Are any of you guys experiencing the same issue other than @esspho ?
If nobody knows the solution to this, then I guess we just have to wait for Valve to send some kind of fix...
Yeah, this is probably something that the guys at Valve will have to fix.
At first I didn't notice it because my de_austria workshop submission still works for me. But when loading any other workshop map from other people, it doesn't load overview+background.
Overview image: Only works if I have the radar file in my overviews folder (= official maps (including agency, austria, biome and subzero) + my other maps).
Background image: Only 'official' maps (including the 4 community maps).
Also noticed this error in console:
Error reading file materials/panorama/images/map_icons/screenshots/1080p/workshop/*map ID*/*map name*.png
So maybe they have added something new, that we don't know, or they have added a bug...
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8 hours ago, FMPONE said:
Thanks for pointing these out! Bouncing smoothly off this wall isn’t ideal IMO because sometimes when you peek an angle you want to tuck into it rather than glide off smoothly. Not ideal for every situation but I think it’s better to tuck here than to slide off unintentionally into mid
Yeah, that's probably right. You can only get stuck there when moving out (to the left while looking to T side, with your back to the railing), but not when moving back (right). So this won't kill you. Better leave it like it is now.
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Looks promising so far! But there are a couple of things you should change in my opinion:
- Gameplay looks really interesting. Some pretty cool angles, routes etc. But maybe it's too complex already. Don't add more routes. Try to simplify by removing what you don't need.
- Some very high shooting ranges (e.g. I1 to L15 on your overview)
- The ground has pretty much the same height level everywhere (except some ramps, bridges etc.). This makes the map look unrealistic. Add some slight height variation to make it look less flat. Preferably with displacements.
- There are many 90° angles (overview!). This looks too constructed imo and the player also has to check many corners. Try to add more diagonals. Catfood's de_ruby is a good example on how to do it right (https://steamcommunity.com/sharedfiles/filedetails/?id=1364646330&searchtext=ruby). But this requires some decent knowledge about the Source engine (func_instances, func_detail, VVIS, ...). Don't know how familiar you are with it already.
- Some areas/routes are too narrow in my opinion. For example where there are the log piles and pillars on screenshot 1
But all in all I like it.
Keep it up!
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On 11/13/2018 at 1:47 AM, MikeGon said:
How come my loading screen background image has stopped displaying since the Panorama update? (Both on my machine and other's machines)
Do you have a loading screen image (named "yourmapname.jpg") in your csgo/maps folder? Eventually CS:GO used the workshop thumbnail ("preview image") as loading screen image before and now you need a separate image(?)
Just guessing, didn't test anything...





Counter-Strike: Global Offensive
in Off-Topic
Posted
https://blog.counter-strike.net/index.php/2019/10/25707/
So Breach and Ruby have been removed and Mirage and Cache are now available for Scrimmage matchmaking.