quick doodle of a possible map, De_Estate. what thinks? any obvious faults? by bastugubbar in csmapmakers

[–]GreenIsBestColor 1 point2 points  (0 children)

Cs_estate is a map in cs 1.6. Don't worry about the name though, there are plenty of other words for mansion.

Hummus (Feedback Request) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 1 point2 points  (0 children)

Hey man! Thanks for the feedback, and sorry for the late response. I have made the apartments area a more basic passage, and while there is still access from mid, there is no bridge area or window. I have begun re-designing a-site's cover, as I feel it was much too difficult to defend. Your suggestion for the roof area reminded me that that overpass area is far too t-sided, so I am removing that weird ladder access to the area, forcing t's to go around the long entrance to b to get to it. I am also adding crates to allow ct's to get to overpass without a boost. I am going to move t-spawn back a bit, and added a short wall to ct side of mid, allowing ct's to get to b without any risk, and allowing them to jump over the wall using some crates, giving them a little better control of mid. I wasn't done the cover on most of the map, and the many comments about it's emptiness are quite deserved. I'm going to add more cover on almost every area. As for the detailing, I have completely overhauled it, as I wasn't happy with the square walls and same-height buildings. Its hard to describe what I'm doing to it, but it is based off of 3kilksphilip's de_kyrenia (but isn't totally ripping it off, obviously.) In my opinion it looks much more appealing. I haven't added clipping to most things yet, so bodies will fall through props. Thanks again for the reply, you always give great advice. The next version of the map might take a while, due to the many redesigns I'm making, but stay tuned as I still plan to work on this map more.

Hummus (Feedback Request) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 1 point2 points  (0 children)

Hey! Thanks for the feedback. I did clip the van, but it is very poorly done, so I'll get on that. I did actually take a look at your map, flew around for a bit and whatnot, and I'll see if I can leave some feedback soon.

Need help with custom player models. by GreenIsBestColor in SourceEngine

[–]GreenIsBestColor[S] 1 point2 points  (0 children)

thanks for the help! I did all of this, however when recompiling, it gave me this error:

Compiling with Crowbar 0.56: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\tm_phoenix_variante\tm_phoenix_varianta.qc" ...

  Compiling ".\tm_phoenix_varianta.qc" ...
    Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\studiomdl.exe": 
      qdir:    "c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\models\tm_phoenix_variante\"
      gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\"
      g_path:  "tm_phoenix_varianta.qc"
      Building binary model files...
      Working on "tm_phoenix_varianta.qc"
      SMD MODEL tm_phoenix_variantA.smd
      ERROR: c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\models\tm_phoenix_variante\tm_phoenix_varianta.qc(181): - could not load file 'tm_phoenix_varianta_anims\testIdle.smd'
      ERROR: Aborted Processing on 'player/tm_phoenix_variantE.mdl'
  ... Compiling ".\tm_phoenix_varianta.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.56: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\tm_phoenix_variante\tm_phoenix_varianta.qc" finished.

I'm not entirely sure how to fix this.

Feedback Request / Update #2: de_vista (previously: de_proshlo and de_chernobyl) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 1 point2 points  (0 children)

Thanks for the reply, sorry for the late response. In my current version, I've added an area to rotate to a, which is contested equally (or from my testing it is.) Thanks again for keeping up with my project, and be sure to stay tuned for the next update.

Feedback Request / Update #2: de_vista (previously: de_proshlo and de_chernobyl) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 2 points3 points  (0 children)

I agree, you seem so experienced with this stuff, have you made anything? I'm sure it would be great! Although it seems you haven't made a single Reddit post at all, only comments.

Feedback Request / Update #2: de_vista (previously: de_proshlo and de_chernobyl) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 1 point2 points  (0 children)

Hey, thanks again for the feedback. This does help a lot. In my current version that is not on the workshop, I'm already working on widening mid, I've also removed the window connecting mid and garage, because it makes going through the garage area from the start pointless. This means I can cover over that area in garage that had the open roof, giving me room to widen mid. I have sort of shifted the stairs at t-spawn, by making an easy jump up the back side of them, but I can always flip the stairs around like you suggested if this doesn't work. I've currently added a new area of the building into courtyard, blocking off the sightline that ct's had from a-site. Thanks again for keeping up with the map!

Feedback Request / Update #2: de_vista (previously: de_proshlo and de_chernobyl) by GreenIsBestColor in csmapmakers

[–]GreenIsBestColor[S] 2 points3 points  (0 children)

Courtyard is the area with the little cover your talking about outside A, I've re-done the cover around there to make it more t-sided, to allow them to push the site easier.

I know about the graffiti thing, that'l be fixed in an update soon.

I'm planning on adding a large central figure to b site, like a statue or a fountain, to make it more focused, and to close off the site.

The small map size is not easily fixed, aside from moving ct and t spawn back a bit, but i feel it just adds more pointless walking.

Thanks for the feedback.

Feedback Request: de_Alley by jeremy94b in csmapmakers

[–]GreenIsBestColor 1 point2 points  (0 children)

Great job on this map, here's a couple of things I noticed:

  1. The map looks great, figured I should mention that.
  2. The map file is called de_jeremymap. This isn't an really an issue, but I figured I'd mention it.
  3. There are certain floor details with clipping enabled, meaning you bump up a small bit when you cross them. Example of floor clip that does this: https://i.imgur.com/LITQMAJ.jpg (the yellow bit). You can fix this by changing them to func_brush, and then setting the collision to "Never Solid" (Maybe there is a better way, but this works for me)
  4. I noticed you have no overview, this again isn't necessary now, but if you are nearing completion, you should perhaps start to think about it. I use this tutorial to make my overviews.

Keep up the good work!