Soldat Du Christ Posted July 8, 2020 Report Posted July 8, 2020 Well ill start with this instead, can a well placed smoke grenade disrupt the balance of a map? Could it undermine the importance of a specific encounter? How would you design your maps around this? Quote
Radu Posted July 8, 2020 Report Posted July 8, 2020 (edited) Maps are designed with that in mind, with some lanes or choke points having a width to allow them to be blocked off entirely by a smoke. Other areas however can be wider to prevent being completely smoked off or require at least two smokes. When designing a map for cs it's important to keep in mind how certain utilities can affect the map control. Once you know how they work, you can start to design your areas with more intent and account for some situations. Edited July 8, 2020 by Radu blackdog, Soldat Du Christ and Rump3L 3 Quote
will2k Posted July 8, 2020 Report Posted July 8, 2020 A parkour course not suitable for the faint of heart another angle Radu and Lizard 2 Quote
Soldat Du Christ Posted July 8, 2020 Report Posted July 8, 2020 Molotovs can be used to check corners and area denial right? How do they differ from frags as far as use? Quote
Lizard Posted July 8, 2020 Report Posted July 8, 2020 5 minutes ago, Soldat Du Christ said: Molotovs can be used to check corners and area denial right? How do they differ from frags as far as use? They deal more damage and have bigger AOE. Soldat Du Christ 1 Quote
Soldat Du Christ Posted July 8, 2020 Report Posted July 8, 2020 Ok cool, last q for today, is there any way to set up static cameras in your map so you can take the same frame perfect picture as the map develops? Or do you just have to try and recreate the same frame each time Quote
poLemin Posted July 8, 2020 Report Posted July 8, 2020 type "getpos" into console and save the result (which will be a setpos-command) in a text file. by executing the setpos command later, you will teleport to that position and view Soldat Du Christ 1 Quote
sn0wsh00 Posted July 9, 2020 Report Posted July 9, 2020 (edited) I've finally finished all the chambers for my MG obstacle course map. Now I'm currently adding more details. I've decided to stick with the simple floating space platform theme, but I also decided to add trees and plants to make the map have more of a space terrarium vibe. You can see some of this in the screenshots I attached. I also made a teaser showing off what I've done so far. Yes, you can make it rain bananas if you know where to look: Finally, what's the current deal with dynamic lights in CS:GO? From what I've read, it seems like CS:GO was especially terrible at that type of lighting, but apparently around 2017, the engine was updated to better handle that. I've managed to create not so terrible looking toggleable light on this map using a light and light_spot combo (thank you cs_mansion), but have CS:GO mappers found a better way to have light switches? Edited July 9, 2020 by sn0wsh00 toggleable light notes StormCatcher.77 and Freaky_Banana 2 Quote
zombi Posted July 9, 2020 Report Posted July 9, 2020 I just wanted to share progress of this location. Still a lot of work, but I'm of good faith. Radu, Soldat Du Christ, Rump3L and 3 others 6 Quote
Soldat Du Christ Posted July 9, 2020 Report Posted July 9, 2020 Im so excited to show you guys my layout, its looking really good so far! Still working on the logic, haven't started building it in hammer yet Quote
dmu Posted July 9, 2020 Report Posted July 9, 2020 You can do it! Layout logic is probably the main reason I haven't finished a map in years, it's hard for me to get something that I'm happy with. Soldat Du Christ 1 Quote
Freaky_Banana Posted July 11, 2020 Report Posted July 11, 2020 On 7/10/2020 at 2:41 AM, mandy lane said: looking nice, but weird lighting on the wall on the right. Quote
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