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bEn-

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  1. Yes I think I will do something like that ! How and I need to add something about the problem. It does not happen all the time ! Sometimes I'm able to compile it well and everything is fine. So i'm happy and i work on my map until it doesn't work anymore ! Awfull feeling when you really want to test something and you can't. And i've runned a test btw. A simple map that I compile : It works. I didn't change anything a all on the map. I just recompile it one more time in the exact same way, and guess what ?! doesn't work anymore! Now i'm actually on a little map i'm doing and it works ( for now ! ) I hope it will work untill forever but i'm not sure about it. I will tell here when it doesn't work and what was my last change etc...
  2. Thanks for reply, Yes of course I have a light_environment on my map. I've tested it with defaut settings and settings copyed from classic map such as Dust2 etc. But this isn't fixing it at all. As I've said, I don't think it's about a mapping error but more about something not working well on the compile process because if I sent the file to one of you, you will be able to compile it well and everything will be OK. I've tested it with Laminutederire, and he could compile all my map without any problem where I can't.
  3. Hi everyone, I'm not sure this thread is well placed. If it isn't feel free to re-locate it. So I explain to you. I've been out of Source Mapping because everything I do on Hammer never render properly. Every map I compile end up to be full black. I've been looking for a way to resolve it but everything I've done doesn't fix it. I think the problem is about the software installation and not about a mistake on mapping. Because when i send the file to a friend for him to compile, everythings works fine and i end up with the map light up. But when I'm doing the compile, everythings turn black again! Have you ever experienced something like that ? I've test a lot of things like re-installing CSGO/CSGOSDK etc... same sh*t happen. But I will redo it if you told me too I will go deeper in detailling the problem as I am just going back on it too !
  4. Hi, here's the link to the files for the playtesting of de_offshore ! https://drive.google.com/open?id=0B8AEH8uypeDOUF9mcElOVHgwajA&authuser=0 Unfortunately i won't be there to see it live. But i will analyse everything after
  5. Just tested it today ! So cool to see de_stadium again ! Was thinking about this old map but didn't know which one it was, and seeing it today bring back a lot of nostalgia. I was wondering if you'r still planning to add this soda path like on original map or not ? Because it wasn't there on the test tonight. Imo, everything happens on bombsite, and the rest of the maps is only long corridor to go to bombsite. But i don't know if you can do something about it without completely changing de_stadium... The new path for T that leads to upper B is kinda powerfull. Especially for T's behing above the bombsite B before CT's arrive on site. Maybe changing the two spawn to tweak timing can solves everything. and can make more interesting rotation than only this bridge over B. This long corridor from CT to A as always felt weird to me, and it's still happening. From CT's point of view, having only one way to A, and one way to B is not enough, considering you can be stuck in your corridor by T's that were rushing. Just the first things i've been thinking of. Don't know if that is going to help you
  6. Tell me which jump you find too hard if there is some. About the railing textures, i feel the same for some parts. I already change it on the upper path to B from T. If another one bother you, tell me
  7. Dusty clarity with some new architecture, seems cool. Wanna see how the layout is copied into hammer btw Can't tell much more before that. Keep it up
  8. Yes, 'cause i love cool things ( Like Phoenix playing piano. )
  9. Thank you for the feedback, I'm trying to resolves all thoses problems. I made a bunch of updates to fix things, feel free to test it ! I'm also going for a server with this map 24/7, a 12slot as soon as possible. As MannMan ask, i will give you a Google Drive link for direct download aswell but it might be updated not as fast as the workshop pages Googe Drive link : https://drive.google.com/open?id=0B8AEH8uypeDOfnVEbTlPZEZMWXlwSG1mRTdxNW5iNE5nUWpQeGdtNzIwNVg4NmJ5UUFZZVU&authuser=0
  10. Hi, I was looking for playtest on the 14 but it's full. So I'm ok for a playtest on the 21, if not available, on the 26, and if not on the 28 Sooner is better, thank you guys my map is now called Offshore : de_offshore_b01 actually. Available on workshop.
  11. Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this https://docs.google.com/forms/d/1oN2U5QvAQOxdIXvtoAkSbLEL5d5DTutt3joWdhybnUg/viewform?c=0&w=1that I will also try. Can't wait to get feedback and find ways to make it better Edit : actually i was so excited to get a response that it didn't bother me at all
  12. Hi guys, just learned about this awesome playtesting schedule and I wanted to submit my first map to get fast feedbacks about how it runs. I'm ok if it could happen on the 14 of april ! this is for the map called de_oilrig_beta. It's a greybox map available on Workshop and i'm looking for feedback about the layout. I also wanna know if it's really too small. because it's a smaller map than usual. I will also try to be there tommorow cause i absolutely want to discover your works
  13. Hi, I'm new to this forum and i wanna say hello to everyone. I'm a french Self-taught beginner in mapping and I try to improve the quicker i can Please, excuse me for my english if some isn't correct ( and feel free to notice me about ). I've changed some things due to feedback from community here and on the workshop, feel free to test it So, Let's talk about my first map ! "This is a beta of a map i'm currently working on. It take place on an Oilrig. I'm looking to make il playable competetively and I love to hear from your feedback. I hope you'll send me plenty records of 5v5 played on this one.Also, If you are talented and like this project, i'm looking for some help! I think about model creation, and optimization ( because this version isn't. ) but feel free to contact me if you have any idea that might improve this. See ya in game ;)" The story of the layout ! I started this layout with only 4 area that were on different height levels. The CT was upper than the 2 bombsites. and the T's were under the 2 bombsite. This is still actual. I wanted to do that because i could make CT go quicker on BP's by a jump, so they will be first on bombsite which is, I guess standard and usefull . So when a CT choose a bombsite by jumping on IT, they will spend far more time to rotate back to spawn and then the other BP. What I was looking for was to get two rotates from A to B. One from CT like standard map, and one from the T spawn which is now closer by jumping, this one remplacing the standart mid rotate. The consequence of this choice is a smaller map. that could be really rush fast. I'm not really sure if it is too small or not to competitive play, and i would love your feedbacks about that. I also try to add wallbangs, cause i got the feeling they are dissapearing from counter strike gameplay, and for me, that's a shame ! One consequence of being smaller. I find that it give a much more importance to sound. From my first playtesting on 1v1 and 2v2 ( and also 1v2... ) Players are going for more sneaky and stealth gameplay. ( Yes, they're walking... ). So you can find this beta map in the workshop if you wanna try it out! I also want to organized 5v5 to playtest in real conditions, so feel free to add me on steam about that. Because i'm learning to master the hammer editor, i've come with a not optimized map at all. and I am also looking for advice and tips to make it smoother. I've looked a lot of tutorials on optimization about hints etc... I understand how to use it in simple area. but in a area like the one i build, i don't know what is the best way to do it. Thank you for taking the time to look at this and give me a lot of feedbacks guys almost 24/7 de_offshore_beta server : 94.23.203.194:27040 P.S : By the way, here is the link to the workshop page of this f****** map http://steamcommunity.com/sharedfiles/filedetails/?id=420706401&searchtext=oilrig And a direct download from google drive ( maybe not updated as fast as the workshop ) : https://drive.google.com/open?id=0B8AEH8uypeDOfnVEbTlPZEZMWXlwSG1mRTdxNW5iNE5nUWpQeGdtNzIwNVg4NmJ5UUFZZVU&authuser=0 Update One : - Rebrushing some area to get a solid build - Change textures a little - Remove railing props to a superbe simple textured brush. - Adding lights in area that were to dark - Change the lower path to B to give more cover to T. - Add a little plateforme behind the A door. Update Two : - Changes the old name "de_oilrig" to the new "de_offshore" because of the old 1.5/1.6 as_oilrig, this awesome VIP map my project was not about - Tweek the height of the CT's platform behind B.
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