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Posts posted by Serialmapper
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Thank you! it was nice to "hold" the crowbar again. Btw, i love the river water texture.
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Today i tested my beta3 version of the map on a public server that doesn't use steamworkshop and i let the map to be downloaded directly from the server. I encountered a blueish discoloration bug to many of the props, especially the shadows. However, when i download the same map from steamworkshop i don't have such bugs. Does anyone know an explanation for this peculiar phenomenon?
the public server download, notice the blue discoloration of the prop's shadows.
workshop download, no discoloration bugs at all
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HR textures...mmmm tasty!
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Thank you Roald for such an extensive feedback. You gave some good ideas.
As about how this map behaves in game with real players, i know for sure that it's a little bit CT sided when playing on a server with 44 people. The original map was named de_sultan2, and i made it for CS:S back in 2010. And in late 2012 i had ported it to CS:GO. 5-7 years i had been observing the gameplay on this map countless times on public servers in my region. That mid it's not that complicated in game. To take site A the T's have to take mid and all the area behind the walls.
Those apartments on mid to B on T side are usually flooded with grenades, molotovs and smoke. That window that looks to site A it's one of the most "handgrenaded", "molotov-ed" and shooted areas, so there isn't much overpowering left to it.
The map itself does not want to be from the beginning a competitive one. I think it's too large for 5 vs 5.
All the competitive maps: dust2, cache, inferno,etc. become very CT sited at 32+ players. I know it from experience on public servers. I don't know how it is in Western Europe but in Eastern Europe there are many public servers of 32+ slots that are playing with team collision and friendly fire enabled, basically the competitive mode.
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I received a lot feedback during playtests and i made some changes accordingly. The map will be updated soon to a beta2 version.
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I decided to refurbish one of my old maps, namely de_sultan2 and to rename it to de_outferno. I changed the old dust theme with the new inferno theme.
For the moment the map is in beta stage and lacks many details. The layout it's designed for a casual type of gameplay, however nobody can stop you to try it for competitive.
Since i don't want to flood the forum with screenshots you may check them on the workshop page.
Here is the radar image:
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On 3/14/2017 at 10:06 PM, Roald said:
A lost Castle in the midle of the Forrest have been taken over by growing plants and tree's.
But in spite of that it still has functional artificial lightning. I wonder who is paying the electricity bill
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I don't really care how it will be played, however it comes with great hr textures and props, and that's all i need.
I could't help not to test some of them
I played it on a public server with 20 players, however i got lost. Too many small corridors and windows, like a DOD:s map.
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Custom props & textures intelligently combined = Valve operation map
- SirK and maxlevelboi
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If you like the current lighting, pick a skybox texture that is more permissive. Sunset textures look artistic but they are very restrictive regarding lightning direction and colour.
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@will2k
I was lucky to catch a brief window through the clouds. No supermoon for me though, it's usually a foggy and rainy weather this time of the year in my region, and those days were no exception. I will wait the frosting to come to take clear moon and sky shots.
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The final version of my map de_Amalia is here, on the steam workshop and good old Gamebanana.
I don't want to upload screenshots here because on those links you'll find plenty of them.
Some of the map's buildings were inspired by castles and medieval towns from my home region, Transilvania, the rest is simply my imagination. The map has mostly cbble and new inferno assets and some custom blends/textures. The sky texture does not belong to me.
Enjoy!
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If you are using pakrat, some of the custom content won't be packed at all (usually some custom props components and of course the color correction file), so personally i add the content manually using pakrat after i check the list generated automatically. Also you must edit the correct folder pathway manually. That's it.
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Thank you for answering!
Well...that sucks, because not always the map's layout fits with that list entirely. For instance i wanted to use long B, but the console says that's ambiguous, there is only long A.
"Volvo please fix!"
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I do not want to open a new topic so i will ask here.
Is there any possibility to use in a custom .nav file, custom location names? I'm asking that because whenever i want to use a location name other than the ones included in the official list, the console says "ambiguous" .
de_outferno final version
in Level Design
Posted · Edited by Serialmapper
@ RZL
I couldn't recreate it. However on the workshop i upload the map unarchived but on that public server i gave the map archived .7zip. Also not everyone noticed that discoloration, only like 30% of the players complained. Another weird thing is that the discoloration show up only when playing the map on that server, the same map played alone with bots doesn't show discoloration bugs at all. That server is also using sv_pure 1. I don't know maybe it's blocking something.
@ Deathy
I never use BrightnessScaleHDR and AmbientScaleHDR at a value other than 1.