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de_corse *final*


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How did you like this map?  

87 members have voted

  1. 1. How did you like this map?

    • kick ass!
      54
    • nice
      24
    • i have seen better maps
      4
    • worst shit ever seen
      5


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I don't know what I can say that hasn't been said before by myself or others, truely excellent top notch work, when I sort myself out with Steam again I'll take a look at the map properly :)

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The most amazing custom achievements I saw on CS 1.6 (in no particular order) were de_museum, de_karachi, cs_shogun, cs_industrywest, de_morningstar, de_valore, de_laguna, de_batcave, cs_rio and cs_bikini. From an achievment perspective, de_corse is definitely up with these maps.

Truly brilliant job. The CS community must love it :D

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The most amazing custom achievements I saw on CS 1.6 (in no particular order) were de_museum, de_karachi, cs_shogun, cs_industrywest, de_morningstar, de_volare, de_laguna, de_batcave, cs_rio and cs_bikini. From an achievment perspective, de_corse is definitely up with these maps.

Truly brilliant job. The CS community must love it :D

:)

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150mb for 1 single map? D:

You should have compressed your vtf files abit more ;)

But it looks nice, maybe I should find out how it plays.

Yeah seems a bit high D:

How exactly did you compile your textures? Cause if you use Photoshop and save them as a .vtf rather than using the vtex.exe to convert them to .vtf you're nearly trippling the size of the one .vtf

This is completely false. As long as you are using the same format (e.g. DXT1 or DXT5 compression) you will achieve exactly the same file size, to the byte, using vtex and the VTF plug-in. DXT compression encodes fixed size pixel blocks into fixed size data blocks, so there is no way either method can differ in size (it is not like JPG compression).

One area the two tools may differ in is quality, but this is completely subjective. I'm not going to make any claims as to which tool is better; vtex relies on a 3rd party library for it's DXT compression as does VTFLib. I can tell you that the library VTFLib uses (nxDXTlib by NVidia) does use a high quality floating point algorithm which is very comparable to vtex's algorithm. Indeed if you compress something complex such as an RGB gradient in both vtex and VTF plug-in and look at the top mip level, you will be hard pressed to pick the better one as they both create extremely comparable results (one may be slightly better in one area and slightly worse in another).

I should also point out that vtex uses a "NICE" filter (which is simply a kind of subsampling kernel used to generate mipmaps for the texture). This kernel is very comparable to VTFLib's Sin Cardinal kernel (when no sharpening kernel is used). However, where the two tools differ is in the fact that VTFLib offers a whole slew of subsampling kernels and sharpening kernels you can use. There is no best kernel for any texture, it all depends on the type of texture you are compressing. I highly recommend to anyone who is designing textures that they try out the different subsampling and resizing kernels to determine which kernels work the best for their texture. I should also point out that sharpening mipmaps is generally a good idea because of the way mipmaps are blended in game as the engine interpolates between the various mipmap levels. Sharpening them generally creates crisper transitions. I also should point out that the "NICE" kernel vtex uses also, by nature, sharpens as it subsamples.

I don't usually defend myself like this, the accusation was just false.

Nem

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i was just stating from experience once.

i saved a .vtf from a plugin, and it was like 3mbs. i tried the converting with vtex.exe and it was like 200kb. i did it right, they both came out in hammer and one was just larger in size than other. the quality was exactly same.

if he wants to throw down, he better put up 10k and name the place.

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  • MapCore on Discord

  • Our picks

    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
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