Jump to content

Klems

Members
  • Posts

    188
  • Joined

  • Last visited

  • Days Won

    13

Reputation Activity

  1. Like
    Klems got a reaction from Vaya in WIP in WIP, post your level screenshots!   
  2. Like
    Klems got a reaction from leplubodeslapin in WIP in WIP, post your level screenshots!   
  3. Like
    Klems got a reaction from El Moroes in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    http://image.noelshack.com/fichiers/2015/09/1424813688-2015-02-24-00013.jpg
    I think there should be a window here, so you can peek B from it. You need to go through middle to go here anyway so it's not that unbalanced.
    http://image.noelshack.com/fichiers/2015/09/1424813692-2015-02-24-00014.jpg
    These doors are way too narrow. When you go through the first door, it's not obvious that there's a second door to your right. This can be fixed by changing the door placement a bit so they're not so close to each other.
    http://image.noelshack.com/fichiers/2015/09/1424813692-2015-02-24-00017.jpg
    This whole area is a bit too complex for no good reasons. Maybe because it's too dark, or the pillars block sight, I'm not sure.
    http://image.noelshack.com/fichiers/2015/09/1424813690-2015-02-24-00018.jpg
    I know it's temporary but you can see through these props. Add black brushes inside your props. Same thing for the cars in the parking area.
    Also there's a really OP position right here if you jump on the first stack of cocaine blue meth.
    http://image.noelshack.com/fichiers/2015/09/1424813688-2015-02-24-00020.jpg
    I feels like this area should be walkable.
    http://image.noelshack.com/fichiers/2015/09/1424813689-2015-02-24-00022.jpg
    The prop to the left isn't suitable for cover because there's so many weird little bumps on it. The stairs to the right are a nightmare to shoot through, and also are somewhat pointless. I suppose it's here to provide cover from middle, but you're already covered from middle if you jump on the prop.
    http://image.noelshack.com/fichiers/2015/09/1424813694-2015-02-24-00023.jpg
    I feels like you should remove the cactus or change it in some way so you can peek B more easily from middle.
  4. Like
    Klems got a reaction from kikette in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    http://image.noelshack.com/fichiers/2015/09/1424813688-2015-02-24-00013.jpg
    I think there should be a window here, so you can peek B from it. You need to go through middle to go here anyway so it's not that unbalanced.
    http://image.noelshack.com/fichiers/2015/09/1424813692-2015-02-24-00014.jpg
    These doors are way too narrow. When you go through the first door, it's not obvious that there's a second door to your right. This can be fixed by changing the door placement a bit so they're not so close to each other.
    http://image.noelshack.com/fichiers/2015/09/1424813692-2015-02-24-00017.jpg
    This whole area is a bit too complex for no good reasons. Maybe because it's too dark, or the pillars block sight, I'm not sure.
    http://image.noelshack.com/fichiers/2015/09/1424813690-2015-02-24-00018.jpg
    I know it's temporary but you can see through these props. Add black brushes inside your props. Same thing for the cars in the parking area.
    Also there's a really OP position right here if you jump on the first stack of cocaine blue meth.
    http://image.noelshack.com/fichiers/2015/09/1424813688-2015-02-24-00020.jpg
    I feels like this area should be walkable.
    http://image.noelshack.com/fichiers/2015/09/1424813689-2015-02-24-00022.jpg
    The prop to the left isn't suitable for cover because there's so many weird little bumps on it. The stairs to the right are a nightmare to shoot through, and also are somewhat pointless. I suppose it's here to provide cover from middle, but you're already covered from middle if you jump on the prop.
    http://image.noelshack.com/fichiers/2015/09/1424813694-2015-02-24-00023.jpg
    I feels like you should remove the cactus or change it in some way so you can peek B more easily from middle.
  5. Like
    Klems got a reaction from Spherix in [CS:GO] King of the Hill gamemode development/suggestions thread   
    Do you use vscript? There's probably a way to add a custom HUD with it. Otherwise, I was able to add a entity-based bar on the hud with an env_screenoverlay.
    You should definitely use vscript if that's not the case already, I heard it's the way to go when you're making new gamemodes.
     
    You can show the capture progress inside the game world, by adding a huge spotlight oriented toward the sky changing color, or by adding animated supplies drop in the 3D skybox, or by erecting a flag ala Battlefield.
     
    As for the gamemode itself, it's limited by several factors (how do you acquire money, ammos, health, do you respawn infinitely, do dropped weapons disappear, etc).
     
    The way I see it, the buyzones should be at spawn. The spawn is protected from spawn-camping, ala TF2. Players spawn with base equipment (a pistol and kevlar/no kevlar, depending on settings). Weapons drops but disappear after a few seconds. Everyone gain money each 5 seconds, but the team controlling the point gain more money. You get money by capturing the point/killing ennemies. There's a buyzone near the point, accessible only by the controlling team, so you can restock on ammos/armor while defending. The point itself is designed to provide a strategic advantage to the controlling team, either by opening doors so that respawning players may access the point faster, or/and by simply adding windows/covers looking over the ennemy spawn main entrance (a flank route should be added if that's the case).
     
    Money is limited to 10000/16000 and you can't heal while defending the point, so it balance things a bit.
    Otherwise you can change the spawn time of players, or change spawn positions, depending on whether or not they control the point.
  6. Like
    Klems got a reaction from jackophant in [CS:GO]de_zoo   
    The time is proportionnal to the total number of lightmap pixels (luxels). Which is, the surface of your lightmapped surfaces divided by the lightmap size squared.
    If you divide the lightmap size by 2 (16 to 8 ), it takes rougly 4 times the compile time.
    In theory you should also multiply by the number of bounces, in practice the light decrease with each bounce so the factor may be more around 2/3/4.
    You can also divide by the number of cores (1 core per luxel ideally).
     
    This is a (very) rough estimation, I'm not counting the overhead, vertex lighting, bsp complexity, lightmap parametrization, textures reflectance, etc.
    Needless to say I'm waiting for a GPU based implementation.
  7. Like
    Klems got a reaction from Squad in [CS:GO]de_zoo   
    The time is proportionnal to the total number of lightmap pixels (luxels). Which is, the surface of your lightmapped surfaces divided by the lightmap size squared.
    If you divide the lightmap size by 2 (16 to 8 ), it takes rougly 4 times the compile time.
    In theory you should also multiply by the number of bounces, in practice the light decrease with each bounce so the factor may be more around 2/3/4.
    You can also divide by the number of cores (1 core per luxel ideally).
     
    This is a (very) rough estimation, I'm not counting the overhead, vertex lighting, bsp complexity, lightmap parametrization, textures reflectance, etc.
    Needless to say I'm waiting for a GPU based implementation.
  8. Like
    Klems got a reaction from leplubodeslapin in [CS:GO]de_zoo   
    The time is proportionnal to the total number of lightmap pixels (luxels). Which is, the surface of your lightmapped surfaces divided by the lightmap size squared.
    If you divide the lightmap size by 2 (16 to 8 ), it takes rougly 4 times the compile time.
    In theory you should also multiply by the number of bounces, in practice the light decrease with each bounce so the factor may be more around 2/3/4.
    You can also divide by the number of cores (1 core per luxel ideally).
     
    This is a (very) rough estimation, I'm not counting the overhead, vertex lighting, bsp complexity, lightmap parametrization, textures reflectance, etc.
    Needless to say I'm waiting for a GPU based implementation.
  9. Like
    Klems got a reaction from El Moroes in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  10. Like
    Klems got a reaction from tomm in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  11. Like
    Klems got a reaction from General Vivi in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  12. Like
    Klems got a reaction from Deh0lise in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  13. Like
    Klems got a reaction from ⌐■_■ in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  14. Like
    Klems got a reaction from Puddy in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  15. Like
    Klems got a reaction from Niller^.- in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  16. Like
    Klems got a reaction from nicoreda in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  17. Like
    Klems got a reaction from 1488 in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


  18. Like
    Klems got a reaction from leplubodeslapin in WIP in WIP, post your level screenshots!   
    First post on mapcore o/
    I'm working on a cs:go map:


×
×
  • Create New...