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Everything posted by Harry Godden
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Incredible work lads!! Been waiting long enough to see this masterpeice
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Yep, updated *Is it possible you could upload it to the steam workshop? We are having some trouble with the fastdl server
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The 9th is full, and the original date you chose is fine, we did change back to using Tue,Thu and Sun recently so I'm not sure what the problem is
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Awesome, can't wait to play it
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Well, its now the 182nd day of the year, which means... exactly half our time is up And from my list I can cross off: - Build a good portfolio - Finish GCSE's - Start making a small game (after cs:go maps done :P) So how well is everyone else holding up?
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Am I able to change accuracy of weapons from within my map?
Harry Godden replied to Plat's topic in Level Design
Yeah, cvars and global settings work perfectly to my knowledge, its just the obvious client side (r_, mat_, cl_, noclip etc) cheats that won't do anything -
Am I able to change accuracy of weapons from within my map?
Harry Godden replied to Plat's topic in Level Design
All commands from CS:GO work in the custom gamemode file Do these things for them to work: Make sure your .cfg is the same name as the map Make sure the cfg is placed in your ../csgo/maps/cfg folder Run the map with: map yourmapname custom Here is the valve flying scoutsman commands (you can find them in the normal ../csgo/cfg folder with the ones prefixed with op08_ files: ____________________________________________________________________________ // FLYING SCOUTSMAN // Base mode: gamemode_casual.cfg // Meant to be played on wide open maps including demolition maps like de_lake // // * No cash rewards // * No buying // * Start with ssg08 and no pistol // * Reduced gravity // * Increased in-air accuracy // * Movement inaccuracy is still standard // Weapon config mp_ct_default_melee "weapon_knife" mp_ct_default_primary "weapon_ssg08" mp_ct_default_secondary "" mp_t_default_melee "weapon_knife" mp_t_default_primary "weapon_ssg08" mp_t_default_secondary "" // Significantly reduced accuracy penalty for flying through the air. // (Movement penalty still exists) // After playtesting (lol sure valve) we decided to remove accuracy penalties completely so you // can shoot in the air without counter-strafing. weapon_accuracy_nospread 1 //weapon_air_spread_scale 0.01 // Low gravity sv_enablebunnyhopping 1 sv_autobunnyhopping 0 sv_gravity 230 sv_airaccelerate 20000 sv_maxspeed 420 sv_friction 4 // Disable money & buying sv_buy_status_override 3 // was 0 (0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody) mp_startmoney 0 // was 1000 mp_maxmoney 0 // was 10000 mp_playercashawards 0 // was 1 cash_player_bomb_defused 0 cash_player_bomb_planted 0 cash_player_damage_hostage 0 cash_player_interact_with_hostage 0 cash_player_killed_enemy_default 0 cash_player_killed_enemy_factor 0 cash_player_killed_hostage 0 cash_player_killed_teammate 0 cash_player_rescued_hostage 0 cash_team_elimination_bomb_map 0 cash_team_elimination_hostage_map_t 0 cash_team_elimination_hostage_map_ct 0 cash_team_hostage_alive 0 cash_team_hostage_interaction 0 cash_team_loser_bonus 0 cash_team_loser_bonus_consecutive_rounds 0 cash_team_planted_bomb_but_defused 0 cash_team_rescued_hostage 0 cash_team_terrorist_win_bomb 0 cash_team_win_by_defusing_bomb 0 cash_team_win_by_hostage_rescue 0 cash_team_win_by_time_running_out_hostage 0 cash_team_win_by_time_running_out_bomb 0 ____________________________________________________________________________ -
Playtesting is now available on Tuesdays again! Since the second Mapcore CS:GO mapping contest has started we have started to receive many more requests for playtesting. Therefore to help cater to this many requests, we will again be testing on Tuesdays as well as the regular Sunday and Thursdays for the duration of the contest! The first Tuesday playtest will therefore take place tomorrow, starting with DE_Abbey. One more slot is free for tomorrow and so if anyone wants to move their test to a closer day send me a message on mapcore / steam, or add a comment on the spreadsheet. Thanks!
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Cruise was a hostage map
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Just had a run around the map, and wow, I really like the atmosphere you've created inside and outside! The animated rain effects on the floor really help to complete this I have a feeling there might be some problems with long / underused pathing, but we will see when it comes to playtesting!
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Day of Infamy Mapping Contest Discussion
Harry Godden replied to Sprony's topic in Day of Infamy Mapping Contest
Cheers for hosting this contest, its been a great experience and will be great for a portfolio piece. Congrats to everyone else. Any chance we could see the points for each category on the maps?, like a raw points breakdown that the contest was judged on. -
We generally request you wait at least two weeks before resubmitting. As well as this, after checking the map I concluded that there was not enough change on the level's layout to require additional play testing at this point in time.
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I wrote the program so that it would convert it to grey scale, and decrease contrast to get the best view of the heatmaps This was just the first one that got unpacked from the bsp and then flattened in this way Added a flowmap to your folder but its offset, maybe this is an old radar that's still packed?
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Hello, back again already! I've worked on a feature to generate flowmaps of the playtest. Heres an example on the map De_Aviv The intention is to help in the ability to see very clearly the common paths across the map, and high traffic areas such as chokepoints. I will be refactoring the code shortly to show off paths direction (colour fading along line), to increase readability! This is not available publicly anywhere else, so if you would like one of a previous playtest from the mapcore server, please contact me!
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Hey everyone, small little update; I spent a little while putting together a bot for the discord server ( https://discord.gg/QndSg4f ) The function of it keeps a live view of the maps that are going to be played, and posts announcements when play-testing is near. You will see this in the # announcements text channel Examples: Hopefully this adds a bit of convenience
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The map can be in any state as long as it functions, and has an acceptable visual quality (greyboxing is fine). US West coast would probably have an undesirable ping, I don't know much exactly. Server is located in Sweden.
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When doing these kind of models I usually set these parameters: I'm not sure if Disable Shadows will make a difference or not, but Disable Self-Shadowing definitely does.
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There was a large gap over the end of December for playtesting. Demos (hopefully working), feedback and heatmaps will all be uploaded for today's and last Sundays test.
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- Build a good portfolio - Finish GCSE's and go to college - Start making a small game (after cs:go maps done :P) dats about it really
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Can you use Source SDK as the most current engines?
Harry Godden replied to resident91's topic in Level Design
Hehe, I tried doing this at one point, as voro said it doesn't work, and for me hardly at all And as well as bad lighting, you will get a whole new set of errors. Valve's de_nuke is a very good example of the brush to model ratio that should be used for best results -
Day of Infamy Mapping Contest Discussion
Harry Godden replied to Sprony's topic in Day of Infamy Mapping Contest
Good luck everyone who submitted!!! Time to take a nice break. -
A video of Brest from start to finish
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Yeah its around 2 - 3 thousand faces, but i'm hoping having it as an unlit material will make up for the performance loss
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Today I did a pretty huge change to the 3D skybox, I'm now very satisfied with how it looks. As it's all mesh now, I baked all the lighting information from a cycles render (256 samples) into these textures and it looks fairly realistic Previously rushed version looked like:
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Damn, this was a problem before and I thought I fixed the issue with the server, I'm really not sure what causes it and as far as I know there is no way to actually play demos like this. Sorry for this, hopefully you can get enough info on your map with the feedback that was left in the text documents. I will have to look again into this issue
