Scoots1m
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Real Name
Jordan
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Indie Game Producer
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Cambridgeshire, GB.
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RivFader reacted to a post in a topic:
Which old, official CS map remade you want to see in CS:GO?
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Which old, official CS map remade you want to see in CS:GO?
Scoots1m replied to Aztk's topic in Level Design
de_stadium or de_fastline, i loved the CZ maps -
Scoots1m reacted to a post in a topic:
[CS:GO] de_section (WIP)
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Scoots1m reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Scoots1m reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Scoots1m reacted to a post in a topic:
de_siheyuan [WIP]
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Cheers for the link Tyker, I hadn't found his site before but I've seen a few of those individual tutorials on youtube. I'm aware the map is very rough at the moment, as I've really only focused on the layout so far before i start anything else. Thanks also to everyone for the playtest and feedback on Sunday, I've had a good look through everything and updated the map accordingly, here's whats changed: Mid window is gone, it was OP and smoking it off was a pain unless you knew exactly how to throw the smoke (impossible as I've got no skybox markers in right now!)Added in a second path to bombsite A and changed the other path.Long A is added, less risk to get to the site via here, but its slower.Short A is more or less the same as before, but you reach site quicker and which gives CTs have less time to set up, the trade off is its a bit more risky as you have to show yourself in mid.The roof on bombsite A is smaller so its easier to smoke site from above now.Added a small platform in the water below the Mid connector to A, this makes smoking this window off much easier.Moved CT spawn slightly to adjust for new timings on A.Swapped the door on the bedroom from CT to Mid, controlling this gives faster rotations between sites for either team.Removed all the round doorways that led into important areas, replaced with wider doors.Widened a number of corridors, much more room for multiple players to rush now.Reworked Long B pavilion, both teams reach either end at the same time, its easier to smoke safely, and its not just a spot for awpers to duel anymore.Water clipping is more clear now.Wall banging across the whole map from Long B to bombsite A now impossible Latest Radar: Here's a few screenshots of the amended areas: http://imgur.com/a/9QAtp Latest version: https://www.dropbox.com/sh/cpuk1am3z0vuikm/AAA6vb81HEpkbsDjf1CCWuuMa?dl=0 I'd still appreciate any further feedback before i start making the map for real.
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Logic reacted to a post in a topic:
de_siheyuan [WIP]
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Cheers for the feedback Logic! I hadn't actually got round to amending the lighting, so it was just using default values, I've boosted it a bit so its not so dark for testing. I've removed access to the water, as you mentioned its just too hard to spot CTs in it. The stones and such will be purely detail now! For mid I've added in a crouch spot from the safe zone just before you head into A, it should help T's rotate between sites quickly as well as giving a different route into mid. I've also closed off one set of stairs to the mid window, so now Ts have an easier time predicting what side someone will be at early in the round. Its also much easier to smoke as the smoke tends not to bounce out again. You also cant access the rooftop, its was a bit mental that you could be on both sites in seconds. As for A, I've reduced the amount of spots to check by widening the gap between the two doors and adding a thin wall, so now if CTs want to hide inside the site Ts can spot them easier as they only need to check the one angle instead of 2. I added in some walls on the bridges make it less AWP friendly, but i left a gap near the mid connector as this does allow a CT playing there to help defend the site, as if Ts have rushed the site they are safe as soon as they get onsite. I also didn't like the giant corridor that the bridges and A site had created, as a CT could easily AWP the end of it and cover the site entrance with little risk, so i broke it up, on a plus side it will help with optimization later on latest version: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0
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Here's a few overview screenshots: http://imgur.com/a/lL6Vq
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Aye, just realised i left the key info out...oops! Dropbox Link: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0 Not got any screenshots yet, its all dev textures atm so doesn't look any good.
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Hi All! de_siheyuan is a bomb defusal map where terrorists will attempt to destroy a Chinese cultural heritage site. It's still in its early stages and as such I'm looking for some feedback on layout while its easy to make changes. Timings CTs spawn just behind bombsite B, so its a situation similar to Overpass where I've timed the more important choke points rather than the bombsite rush. ACT: 10sT:13sMidCT: 7sT: 8sLong BCT: 8sT 7sSite rotationsVia CT: 12sVia Mid: 15sVia T: 20sHere's a map of the paths with timings on them(blue dash is upstairs of B, overlooks mid): A few things I'm unsure of is if i should give players access to the water, and if i need to add another route from Long B into the site, possibly via a boost or crouch spot from the house on the east. Any feedback is welcome before i start fleshing out the map! Edit: Screenshots and link added: http://imgur.com/a/lL6Vq Dropbox Link: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0
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(Help) Proportions of props as part of the playable area.
Scoots1m replied to resident91's topic in Level Design
I've set up my Blender grid to be equal to 8 hammer units, there's also a perfectly scaled image of a 128x128 square, its helped me create accurately sized models for use in the source engine. Here's the empty template i use for new models: https://www.dropbox.com/sh/m1n93vjrdhn3wfg/AABbjTjRqNeGHoN09ADc6Wj9a?dl=0 Hope its of some use. -
I added in a hidden solid wall across the lower level of the center of the map, and added an area portal between that wall and the next. Its greatly helped as if your on the lower section of mid it now blocks off the other half of the map. In order to sort the upper section of mid i've added a load of hints at angles around the world brushes that make up the mid ledges, this has helped by removing a good chunk of the detailing. Compile times are through the roof, but its hopefully worth it for the FPS drop. I could use some FPS feedback on the latest build: https://www.dropbox.com/sh/n9ct02d8dsq3jm1/AACl9gYOBPwz-IMPPkD9hO3Ra?dl=0 I'm hoping to submit this build for a playtest unless someone happens to have FPS issues with it again.
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The models are all propper models, as i had the intention of replacing them later with more detailed ones made in Blender. I've been quite thorough with them though as i wanted to keep the filesize to a minimum. Not sure if replacing them is a good idea now, might end up making things worse
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jackophant reacted to a post in a topic:
de_venue [WIP]
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1431 according to my latest logs. Reckon its worth adding some more hints? I've actually added area portals in the spaces between the top and bottom floors of mid, it does a great job hiding the models not on your floor. I'll have to see if i can fit in any more.
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Aye, I've been working on optimizing the map over the past few days, the main aim being to increase FPS across the map. I've added in some hints to hide off sections of the map from each other, and area portals to the main entrances to the middle of the map. Its worked wonders for the side wings, but the middle is still a bit of a drain on the FPS (albeit its MUCH better than it was before). The issue is that the middle is so open and i used so many models which are all visible. I was planning on reducing the number of models i used by combining all of the individual models on the stairs into a handful of larger ones, (there are some 50+ per stairwell). As well as doing the same with the green handrails. Am I correct in saying that one larger model is better than multiple smaller ones? In each situation the models will be part of the same visgroup as i cant split them up in any way. Here's the latest build, its a bit unpolished though as i reworked the roof and haven't tided a few things up yet: https://www.dropbox.com/s/n3meubqhog63q0h/de_venue_1-0-5_TEST.bsp?dl=0
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Vaya reacted to a post in a topic:
de_venue [WIP]
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First post edited with the workshop link
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Decided on the new name, gone with de_venue instead of de_gallery. I've also done a full compile overnight and have a map ready for testing, I'd appreciate any feedback: BSP: https://www.dropbox.com/s/hdbz6a8pfzft9wo/de_venue.bsp?dl=0 Nav (if you want to kill bots): https://www.dropbox.com/s/hghqc0dt1zpdq1e/de_venue.nav?dl=0 Excuse the orange wood beams, i left a dev texture on the curtain blocks and its made everything orange >.>
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Logic reacted to a post in a topic:
de_venue [WIP]
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So there is, I'll have to have a re-think of the name then as mine is not primarily an art gallery like the project you linked.
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Finished the T side Skybox - doesn't look as nice as the CT side but i lacked the time to put the same detail into the buildings. Screenshots below.
