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Everything posted by Vaya
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Terri has a nuclear option of Vscripts for swapping the models out. I'm going to raise my concerns with valve though.
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Layout playtested many times. We're now pretty happy with it and I'm doing starjumps while the other 2 art. Critical visibility tests now fucked over by valve's new custom model system ?
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one of those index thingys. no idea why
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I think the 2 maps will be thematically different enough at the end of the day for it not to be a big deal.
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Can you not just play outside? you live in florida anyway so no one will bat an eye
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okay apparently this is the soon. new update video coming soon
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best of luck!
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looking great test soon?
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Exotic Places CS:GO Mapping Contest 2019
Vaya replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
Honestly I don't think time is an advantage here. A CSGO maps are a finite project (overdesign is 100% a thing in both layout and art) and strong ideas and layouts are most important here. It's not fair on the zenith guys to spotlight on 1 map like this. They obviously worked hard to get where they are with the map. -
This map has no advantage over any other in the contest; It's not like making a map has 'stretch goals' or anything. These guys need the next 3 months to refine what they have.
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was looking at this map last night. Theme spaghetti; is it a visitor centre or a scientific outpost? why are the 2 things mashed together weirdly?
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thanks for deleting the vent. LU
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? I'll watch it but tbh I'll watch anything
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Areas like this having transparent windows really doesn't help any optimization you have set up. The cafe for example is VERY prop heavy (including dynamics) and you have it visible for quite a distance. 2 layers of crates + pillars? bleh. Wayyy too busy. This building + the radio tower + the building in the other corner are most likely the core causes of your FPS issues. you can see them from everywhere. Having this many models so high up with no fade is bad idea. FYI what is happening here but my FPS hates it. Not sure what you are blowing up on this site (ladder safe?) but it looks weird as hell. Bar + building site and a neat flowerbed? :S Very weird trim. Crazy amount of lights (with entities too close to the wall.) I remember these stairs! they still look weird as hell. Why are they leading to some sort of building site pit too. Why is the ground made out of floorboards here. Very weird. I could do a lot of this but I guess the take away from this is subtly >>> prop spam. Less is more here.
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I thought it looked like some early gmod shit posted ragdoll at an un-natural angle. It's lacking all sort of subtly- I guess that's the issue across most of the map though. 100s of breakable windows using the 'surf' version etc. it all adds up. There's a reason I removed all the underground stuff in CSGO too - it was always overkill for that site's design. Having 2 doors (?? :D) adds to that too.
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Awful framerates pretty much everywhere. Dipping way under 100 in areas. I have a AMD Ryzen 5 3600X 3.8GHz + a 1660TI. I run on full settings (which gives me 300fps on most maps) Map is quite simply 'over detailed' in places. It's very busy on the eyes, there's too much cover. Skybox and lighting doesn't help either. Simplify. The whole 'crash' scene in spawn is weird and quite ugly.
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Exotic Places CS:GO Mapping Contest 2019
Vaya replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
yeah that is fine. I'd suggest watching company logos etc tho! -
Overpass hasn't been around since 1999. People have been trying to fix this layout longer than you've most likely been alive. Core structure needs changes.
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I wish people would let this shit map die.
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what engine even is this?
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https://steamcommunity.com/sharedfiles/filedetails/?id=1894703354 updated link and radar
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Times change.
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All mappers will be expected to join the playtesting voice channel on mapcore before their playtest starts. you don't need to talk if that's not your thing but you should be there for feedback
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