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  • Real Name
    Justin
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    IT Freelancer

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  1. Some of the detail pics looks absolutely amazing.
  2. Finish at least 1 map! It's your idea you should make it in the way you want to.
  3. @laminutederire Alhambra was amazing I took I think 300 or so photos while I was there @RivFader well yeah, it is Chateau and it can take place at a Chateau, no question. I'm just not a fan of the layout and it never really worked. I remember in most games players were desperate to team switch to CTs.
  4. Toscan was alright, but why remake with a similar name? Why not name it something else... Toscan was a little too similar and a decent CS:GO make, but could be something else. Tuscan is the wrong name for that map anyway.
  5. Importing block work is fine but I do have really good reference pictures from my latest visits to Italy and Spain that I thought could be useful. I think that there needs to be consideration for improving the game play because of the CT nature of the original version. It didn't really play out as a 3-lane map because 2 lanes merged into 1 and the choke points were always in CT favour. Some of the windows should be removed, possibly the rafters or something. I don't mind the upper layout but I think it needs to be refined so that there's at least some reason to use it; better access to B etc.
  6. I was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths. I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO. Otherwise I'll end up tackling something on my own with some Chateau influence. One of the ports was done by my friend, I assisted him in porting it. And yes, I am fully aware Chateau is pretty bad in terms of layout. It would be interesting to try and modify layout so it fits the terms of competitiveness. However, I'm really more of a graphical/level designer, so if all I end up doing is probably a graphical remake. When you say co-develop, let me know what you mean by that (I'm fine with collaborating with other developers, I'm just curious as to how you want the process to go). 50% split of responsibility, either map together and design together, or map/design separately.
  7. I was looking at it about a month ago, one of the CS:GO ports, to see what would need to be done. Some of them are 1:1, some have some minor edits, but they're all pretty bad. I just remember that map being a nightmare at times on T because of the choke points and lack of any flanking or rotating paths. I would be interested in co-developing Chateau with you if you're interested in giving it a layout and game play face lift since there's already a few ports to CSS & CSGO. Otherwise I'll end up tackling something on my own with some Chateau influence.
  8. Chateau, horribly CT sided to the point where you could expect an 8-0 in casual and 14-1 in competitive if it was ever played in its current layout.
  9. I've thought about doing a remake, but it would most likely end up being called something else to add more balance to gameplay. The map was horrendously one-sided, and at times, almost impossible for the Ts to win any ground. It's a far cry from the maps these days where both teams have at least 50% of map control to start off with. There are several ports to CS:GO of it anyway.
  10. Looks nice, but first impressions are that you need to improve lighting and visibility and reduce the HDR effect, possibly changing the sun position to be vertical or slightly offset (say 1-2pm) rather than a deep angle, because players will end up looking directly into the sun. You also need to look at your shadows, disable them on the prop_static's and using the shadow control with the material block_light. https://developer.valvesoftware.com/wiki/Lighting https://developer.valvesoftware.com/wiki/Intermediate_Lighting https://developer.valvesoftware.com/wiki/Advanced_Lighting https://developer.valvesoftware.com/wiki/Advanced_HDR One thing I find disappointing about CS:GO, is that good lighting and environmental effects don't translate to good game play.
  11. You want to try to avoid making as many unique textures and props as possible, reuse what you can. Use sprites to make up the difference, or use alpha blends on displacements. So take 600kb and multiply it by the number of textures you have. Then add the entire size of the model directory where your custom props are located. You should be putting them in your own directory, not the existing game directories. This should give you an idea of how large your assets are. Anything close to or over 150mb - shrink it down!
  12. What about the Costa Concordia? It could be sailing too close to an island... or it could be sinking...
  13. If you're using photoshop, just make sure that you save as compressed without alpha channel, same with gimp.
  14. You really need to save to JPG before you export to vtf, and your jpeg images should be < 100kb in size. You can use bump and normal maps to bring detail to a model, you can also use decals, which are probably more appropriate. FMPONE talked about using less noisy textures earlier this year and used Mirage as an example. I think that's valid here where you could get away with using basic, low detail textures with decals over the top. That should save some space. But if your textures are taking up 400MB of your 600MB+ file, you're still way over budget. You need to look at the size of the props, how much detail, how many different textures you're using etc. as well as your brushes, because it all takes up space. Like you said, your non-pakratted file is under 30mb, but pakratted, it's over 600mb. It isn't practical to do any testing until you sort those out.
  15. But alas, the hostages were once and for all rescued by the crew aboard the SSS Buzzard But were they? The story continues...
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