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Ringel

[CSGO] cs_tori (rerelease and big update)

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cs_tori      

Workshoplink: https://steamcommunity.com/sharedfiles/filedetails/?id=1918081512

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More screenshots:

Spoiler

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cs_tori_9s.jpg.a180edd73782740da27119e27e41c1fd.jpg

cs_tori_5s.jpg.bf94dfe19fcd0fbf9730a09f00d4a465.jpg

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hi :D

I decided to bring back my maps. They got deleted with my steamaccount, whoopsi..

Now cs_tori is back and I made a big update as well. I ran through the map and whow I saw so many things that had to be improved. So, I could not resist and started to hammer this world again. :D

The most noticeable changes are the improved skybox, less bloom, the "new" ambient sound (the same but without this constant annoying sound) and the new textures. I tried to remove distracting props and adjust the fade out values for no annoying popup effects. Overall I made a few hundreds adjustments... most of them are minor detail.

It still needs at least one more update, because the edge of some shadows were messed up with this compile and because of a few other things. In spite of that I uploaded the map because something is wrong with my pc. The last compile needed almost 10 hours instead of 6,5 hours. I removed stuff from the map so it had to be less than 6,5 hours...  It also got frozen during one compile before. I don't know wheter my pc can handle another compile or not. We will see.

Besides the few messed up shadow I am very happy with this update and I hope you like it! :D

Edited by Ringel

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2 hours ago, Tynnyri said:

Huh. 6 and 10 hours? That doesn't sound right. Do you have a computer made out of composted potatoes or did you do something wrong?

The whole compile took me 2.5 hours in the past until it crashed all the time while compiling. So I had to reduce the used threads to prevent crashing and it went up to 6.5 - 7 hours. Now it only crashed again one time and after this the compile took 10 hours.

 

32 minutes ago, Radix said:

When the compile process takes (too) long, in most cases it's the VIS. Even slight changes can prolong the compile time a lot.

Oh ok. I made the level smaller before my last compile by enclosing it more tight. And the VIS really took much longer almost 6 hours. It took 2.5 hours before.

 

Edit: Oh I got an i5-3750K @ 3.4GHz

Edited by Ringel

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31 minutes ago, Tynnyri said:

Also don't use that yellow tint on a hostage maps, it's difficult to see the hostage spawns in radar.

Oh ok, while walking around the green hostage sign got the same color around it.

radar.jpg.be4b05e66a474bffc257a3e45e82fd62.jpgradar2.jpg.1b4decfd431369751398314f721143a5.jpgradar3.jpg.7d48f27c73b46aa41d84248fec30b15a.jpgradar4.jpg.65870a062d3854c9271256f385c0e7e6.jpg

The hostages spawns every time at the same place. After collect one you go to the blue area but you also walk under the yellow parts. Hm, yeah better change the color. Thanks. ^^

Edit:

32 minutes ago, Tynnyri said:

What does tori mean?

It means Bird. My first layout drawing of the map looked like a bird. :D

Here it is from the 26.08.2017:

tori_layout_drawing.JPG.ba87471ca2a532b95da2fc0012f3b312.JPG

Edited by Ringel

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Oh what I forgot to say, I had to use a decompiled version of cs_tori in hammer. I guess it has also a longer compile time becaue of this? Decompiling ruins a few things. I had to remade a few things because of that.

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2 minutes ago, Ringel said:

Oh what I forgot to say, I had to use a decompiled version of cs_tori in hammer. I guess it has also a longer compile time becaue of this? Decompiling ruins a few things. I had to remade a few things because of that.

yes.you should always try avoid recompiling decompiled stuff but I guess in your case needs must.

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1 hour ago, Tynnyri said:

Your map is awesome. Every corner is thought out and so well crafted.

You should name hostages 1 and 2 or A and B. They're basically bombsites on your map.

Thank you! :D I thought about that as well.

1 hour ago, Tynnyri said:

You're using a paid model (FBI girl) in your default CT skins. Don't.

I used a paid model? I used this:

FBI		"models/weapons/ct_arms_fbi.mdl"
	{
		"ctm_fbi"""
		"ctm_fbi_variantA"""
		"ctm_fbi_variantB"""
		"ctm_fbi_variantC"""
		"ctm_fbi_variantD"""

copied from: https://developer.valvesoftware.com/wiki/Choosing_Player_Models

1 hour ago, Tynnyri said:


The rescue zone can be rushed as a terrorist near the Hostage A. There is no quick route for CTs to get to that area to defend this rush.

The CTs can be at gap from the bridge and look at the way down in about 9 seconds before the Ts arive there. The Ts can rush there in 11 sec and in 10 sec to the bridge. It is not perfect I know.

I always thought about wheter it would be better to change the gap at the bridge to a path down or not. Maybe a one-way-drop. What do you think?

bridge.jpg.dc682fc17293b9528a6974a718f0d468.jpg

Yes, I already changed the color of the minimap. :D

1 hour ago, Tynnyri said:

The timings on Hostage A are too CT-sided, while too T sided on Hostage B.

Hmm maybe. But it should be more secure for the CTs to go from B to the rescue point than from A to the rescue point. At least that is what I thought.

1 hour ago, Tynnyri said:

Area around the rescue zone is overly complicated. Defending and attacking it is game of luck; there's so many entrances and hiding spots. Make it simpler.BestHostageMap.gif.cdf4ff807a3eeb5b3641c94e7c29ca47.gif

I really have to think about that. ^^ All I can say is that I always had the concern that the rescue zone could be too casual like for most players. And I was not sure about this area:

hostage.jpg.892cc937bf0df9ff764c0595a0bceb58.jpg

This is what I could think of right now:

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1: Make it not climbable.

2: Close the middle entrance. Edit: Oh and also make the rock columns beside not climbable.

I guess that would be a good start.

 

Thanks for the feedback and the time taken! :D

Edited by Ringel

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46 minutes ago, Tynnyri said:

Also that FBI model? I had the FBI girl for some reason when I played it. Was that a bug on my side? Weird.

The reason is that valve has the FBI lady as fbi_variantB, which was previously a default model. The original Variant b was shifted to variant C and C to D and D to E and E to F. This means that any existing KV file with the fbi or any future Kv's made with the generator will have the FBI lady in them. Somehow this is isnt affecting pre existing maps using the FBI.

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28 minutes ago, fewseb said:

The reason is that valve has the FBI lady as fbi_variantB, which was previously a default model. The original Variant b was shifted to variant C and C to D and D to E and E to F. This means that any existing KV file with the fbi or any future Kv's made with the generator will have the FBI lady in them. Somehow this is isnt affecting pre existing maps using the FBI.

Brilliant.

 

Thanks for the enlightenment. I will correct my mistake. How could I not think they made it that way.. I better hurry up with my next update.

Edit: Wait. B, F, G and H are new ones. According to the names in Hammer. The others A,C,D and E are defaults.

Edited by Ringel

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