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Gooby

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Everything posted by Gooby

  1. Gooby

    [WIP] de_biome

    is that a model or just brushwork?
  2. I have that sometimes. Fixed it by re-making the .txt file about 10 times. I still have no clue why it happens. Probably some small formatting mistake. Make sure your .txt file is properly made. Here is mine, just change the values to fit yours. Maybe it will fix it. Also try re-making the .dds file, like using default settings in paint.net when saving it.
  3. Well that's very unfortunate Especially because I wasn't there for the playtest, I have no idea how it played out. With military service ending next thursday I should be able to join the playtests in the future though, which is good =)
  4. I can't watch the demo... it keeps spamming "Update delta not found." and the demo gets stuck in the first 10 seconds. help
  5. Alright thanks. I added a few more spawns just in case. Please post your thoughts about the map here as I can't join you today. Im eager to hear how it goes as Im afraid the map will be too complex in some parts. @rosk Where will I find the feedback? Will it be pmed to me on forums or.something like that?
  6. ok uploaded a map for today. Though I can't be there for it because military service edit: so is the required spawns 20 or 21?
  7. Yeah those won't be a problem except the map doesn't have a name yet The map is in all dev texture blocky stuff with just a few props, just the layout getting done.
  8. Do you care to play very alpha versions of maps?
  9. hmm got this game bundled with my gtx 960 Gotta try it out..
  10. make sure to edit the quadratic, linear and constant values of your lights. Usually it's set to 100% quadratic 0% linear 0% constant, which probably doesn't light indoor areas that well, as quadratic means it starts at 100% brightness and quickly depletes down to 0%. Add more constant or use light_spot with a high constant instead. Also take a look at de_inferno and de_mirage, for example, they have nice looking indoor lighting. but first watch that vid ^^^^^^^^^^
  11. What's up with that black and white floor texture? Is it just a place holder?
  12. it asks for a password
  13. Why didn't my map get in? Was there a problem with the link? nvm but did you record the game?
  14. http://www.gamefront.com/files/24665138/market_overview.rar
  15. Nope, I like to save my radar as a "project" file in the editing software im using, so it will save the layers separately, this can be done in like any decent program ( I use paint.net )
  16. Yeah sorry I'm being late, the files should be hopefully up soon. edit: unless im slow as fuck again, I'll try to get the map uploaded in time for the next playtest. (9/12) Here are the files: https://www.dropbox.com/s/g6urwyb74djbltv/de_market712.rar?dl=0 Also, could you record the match for me?
  17. Hey guys, sorry to do this so late, but I'm going to have to nix my entry into today's test. I had an unexpected family emergency that had me tied up all yesterday. In that case I'd like to get my map tested today (will upload files later)
  18. You should have video'd the speech IMO
  19. Ok been updating there and there, but biggest change this update is both bombsites have been reworked. They are still in dev textures to help focus on gameplay. Screenshots: http://imgur.com/a/Fu3Pq#0 DL Link: http://www.gamefront.com/files/24639583/de_market_25_11.rar (Workshop version is outdated)
  20. Book me up for today. uhh... sorry guys for the earlier.. but this time it's for real ( and version number too, wohoo!) Overview picture: http://imgur.com/PjjDqxg Map files: http://www.gamefront.com/files/24639583/de_market_25_11.rar This will (hopefully) be one of the last versions before finishing the texturing & detailing..
  21. Book me up for today, I'l upload the file later.
  22. OK, so the first thing you need to know about designing levels for CSGO is that timing is absolutely critical to get down. The time it takes CTs to get to either site, where they physically are and what they can see at the 10s chokepoint mark. Thing like how long it takes them to get in position to watch mid, how long it takes them to rotate from site to mid, and from site to site. Same goes for the T side. You have to factor in timing because it also plays a big role in how you design other parts of the map and what advantages you give to the attacking/defending teams. You can get the timing down on your map in a number of ways, either via triggers and a little scripting, or by standing in the various positions you want to get the timing from and looking at the game clock, or by setting up spawns at those positions and restarting the match every time you reach the destination. You could also do it with friends/volunteers. I personally prefer not to use a physical stopwatch because I think it's too distracting if I'm trying to make sure that the absolute most efficient route isn't 200ms too fast or slow. Another way of getting the timing down is by looking at the fastest player speed: The player can cover 256 units/second with their knife out. You can do your initial blocking based on on that number p easily. isn't it 250?
  23. Ye about that, to not feel like we are copying Alan Wake/Alone In The Dark I thought to propose a sort of electric/chemical gun to kill the alien matter, instead of light… but that would kill the whole nice concept of having to restore power to the ship and clear massive areas. Yes but I'm not especially talking about a gun but just a simple gameplay mechanic like the link to move and grab object in "A story my uncle". Here's the game: And think about the fact that an AI could be real awful to do. If we can agree on this, we could have some first ideas about what to do with it in level design that looks like spiderman
  24. De_DEforestation
  25. shit..... I forgot it was 10pm gmt+2 -_- But anyways, any feedback is needed! There should have been a radar.. o.O
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