Oskmos Posted August 3, 2014 Report Posted August 3, 2014 Or compile a version of the map that has the entire map inside a big skybox cube, or a very high skybox. Quote
'RZL Posted August 3, 2014 Author Report Posted August 3, 2014 The playtest of Ashton's DE_Ashtonmap and Vilham's CS_Mass is starting now! Come join us! 94.250.201.180:27015 Quote
Niller^.- Posted August 3, 2014 Report Posted August 3, 2014 (edited) Any chance for a quick playtest of my map de_skewed? It's not a whole lot of eye-candy at the moment, but I really need to nail the layout down. Here's the workshop link which I'm guessing is sufficient enough when it comes to getting the right files and so on; http://steamcommunity.com/sharedfiles/filedetails/?id=286582088 Hopefully something can be figured out, testing can be done whenever you feel like really, and I think we're in the same timezone too (RZL) Here is the concept I talked about: Left: Old layout, Right: Suggestion layout. This messes a bit with how T's enter each bombsite (and the CT-timing for the bombsites), but afterall this is just something I did rather fast, but should be enough to show you the idea Edited August 3, 2014 by Niller^.- Quote
ashton93 Posted August 3, 2014 Report Posted August 3, 2014 (edited) Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it Here's what I've come up with; What do you guys reckon? Edited August 3, 2014 by ashton93 Quote
Niller^.- Posted August 3, 2014 Report Posted August 3, 2014 Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it Here's what I've come up with; What do you guys reckon? Sounds interesting, looking forwards to the next playtest. Maybe make a thread under 3D for it, so we don't fill up this one Quote
El_Exodus Posted August 4, 2014 Report Posted August 4, 2014 I also had some thoughts on the layout. This is my idea: ashton93 1 Quote
jackophant Posted August 5, 2014 Report Posted August 5, 2014 (edited) I cannot stress enough how much this really skews playtests. Not having a radar is a big deal in early gameplay tests tbh. Definitely get one in before tuesday! Your problem with the map going green or blacking out (might) stem from not being outside the map before enabling cl_leveoverview. Turn on noclip, fly to way above your map and look down - THEN enable cl_leveloverview. Does that fix it? Aww, crapsicle... I wish I noticed this message sooner! Yeah, I spoke to some guys during a play test who offered same advice. I've quickly (at 1.40am) knocked out the radar using advice and it seems to have worked I'll finish the dds conversion and bsp packing at lunch tomorrow. the nav saves right into the bsp right? I've been editing mine to stop bots derping and saved it, but it's no longer listed like it was back in CS:S? fingers crossed! Edited August 5, 2014 by jackophant Quote
El_Exodus Posted August 5, 2014 Report Posted August 5, 2014 (edited) keep the .nav seperately. packing it into the .bsp may cause some errors. valve told that here: https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool [...]Note: Pakrat will corrupt some CSGO Nav files[...] €: what do you mean with "it's not listed like in css"? when my .nav files are created, they are right next to my .bsp Edited August 5, 2014 by El_Exodus Quote
Vilham Posted August 5, 2014 Report Posted August 5, 2014 I loaded agency and it was in the pak, I did the same on my latest playtest, it was fine. Quote
jackophant Posted August 5, 2014 Report Posted August 5, 2014 I loaded agency and it was in the pak, I did the same on my latest playtest, it was fine. It does say some to be fair, but shouldn't the workshop uploader automatically pick up surrounding related files anyway? €: what do you mean with "it's not listed like in css"? when my .nav files are created, they are right next to my .bsp It might just be me then because I'm looking and not seeing anything but I think I've worked the problem out: Back in my early mapping days I lost many a project due to hard drive wipes, I was a noob, I didn't back up. These days I actually keep my .bsp (and other supporting files creating during compilation) on google drive and edit it directly from there allowing me to do it on my work laptop and at home (or wherever realistically...yay cloud storage!) But, clearly after compilation the game is running the .bsp from a different directory (obviously, I can't believe I didn't realise this!) and this is where my nav would be saved! Sorry guys, this is my first time testing through a community like this, and my first proper release so there will be tyipcal teething issues, I've already picked up some great stuff, many thanks! I think I'll skip food today to try and get this sorted Quote
catfood Posted August 5, 2014 Report Posted August 5, 2014 (edited) Pakrat doesnt add the overview automatically, you have to manually add the radaroverview files and then manually edit the paths in the pak. Same goes with the .KV file Edited August 5, 2014 by catfood Quote
El_Exodus Posted August 5, 2014 Report Posted August 5, 2014 @Vilham: Indeed, i was unclear there. The .nav in the .bsp is not the problem. But packing it into the .bsp using Pakrat may cause errors in some cases. BTW: The Workshop Uploader packs everything by itself, except for custom materials and models. Quote
jackophant Posted August 5, 2014 Report Posted August 5, 2014 The playtest of Ashton's DE_Ashtonmap and Vilham's CS_Mass is starting now! Come join us! 94.250.201.180:27015 Files should be here! Sorry it's cutting it fine! https://drive.google.com/folderview?id=0BzwXgCHufemQU181UmJyYXhGNnc&usp=sharing Quote
'RZL Posted August 5, 2014 Author Report Posted August 5, 2014 The playtest of Jackophant's DE_Stupa is starting now! Come join us! 94.250.201.180:27015 Quote
leplubodeslapin Posted August 5, 2014 Report Posted August 5, 2014 Not enough info_player_ct/t ... Next time add more please ... Quote
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