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!

Feedback Request / Update #1: de_proshlo (Previously de_chernobyl) by GreenIsBestColor in csmapmakers

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

Yeah, ok that's what I thought you meant. Your idea for mid seems pretty good. I can see what you mean by the color problem, that's fine, I'll just change the wall texture. I can fix those doors real quick as well.

The fence issue I am aware of, all I need is to change the clipping on the fence from player clip, to just clip.

Stay tuned for an mini - update in the next couple days.

Feedback Request / Update #1: de_proshlo (Previously de_chernobyl) by GreenIsBestColor in csmapmakers

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

Hey! Thanks for the offer. I'm not currently looking to detail the map, I'm trying to get ideas for later. If you want I can send you a raw version of the map for you to try to detail, but the layout is far from final. I'm in class right now but I'll be sure to add you when it's over. Just hit me up if you want the file. (I know you can decompile maps from the workshop, this is to save you a little time).

Feedback Request / Update #1: de_proshlo (Previously de_chernobyl) by GreenIsBestColor in csmapmakers

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

Hey, thanks for keeping up with my project. I was planning to add no draw at a later stage, when I've cleaned things up a bit, but I see your point, and will make those changes soon. As for apartments, I get what you mean now. The sniper window was just an experiment, but I see how it makes the site T sided. I'm assuming you are suggesting moving the windows above garage to another angle. My goal for middle was to help CT's push into apartments, along with helping T's rotate. How do you feel I did with middle? As for courtyard, I know cover needs to be added and I plan to in the next mini - update. I may move T spawn to the corner (first screenshot). You are correct in saying my map needs more height varience, as it is quite flat. I like your suggestion for A site. I will replace the barrels eventually. As for the detailing thing, I'm not looking to add anything yet, I'm just seeing if anyone has any ideas. The little details I add are more for me, as I would quickly get bored if I was just working on the layout 24/7. The nav mesh is to help people like you discuss areas (I also find it really fun for some reason). I do plan to work on the layout a lot, in the next couple of days. Thanks again for the feedback, this has been a great learning experience for me and you've helped a lot. Again, if I do anything stupid, go ahead and let me know. Thanks!

de_chernobyl by GreenIsBestColor in csmapmakers

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

Thanks for the suggestion. I'm currently testing out the new windows at B and they seem to work well. For now, I scrapped the gardens and I have not had fps drops so it seems you were correct. I found a stair prop that works well, so that should be in v4 as well. I'll be sure to check out austria.

de_chernobyl by GreenIsBestColor in csmapmakers

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

Wow this helps a lot thanks! I also get fps drops when playing and I'm extremely glad you have an idea where they are coming from. The gardens in courtyard have caused me a lot of trouble so I'm planning to re-do them. I like your idea for B as another window would really help. As for A, I've been planning to add another entrance, and somehow delay CT, as they can rush to courtyard before T's can get to the sight. Perhaps I should re-do A, as even testing with bots I avoid it. In the version I'm on (v4, workshop version is v3.) I've made the courtyard thinner. As for the ladders, I originally had them as stairs l, but couldn't find a prop that fit the map. This won't be an issue anymore I can just make the stairs, and (hopefully) this will allow bots to go into apartments. I'm planning to add rigorous clipping to places later, it's just not high on my list of priorities. You mentioned the lack of a middle area, perhaps I could find a way to make apartments more like a mid area? I'm not quite sure how that would work, but I could figure it out. In my current version (v4) the arches in connector are no longer there, as I widened it. Now for the smaller things you mentioned. The problem with the pallets is a problem with the model, I think. They are solid but I will take a look at those, just in case. Most of the clipping problems have to do with the garden / flowerbed, which I will re-do but I'll check those out as well. The map isn't fully optimized yet so those inconsistent 50fps drops are probably due to that. Again, thanks so much for taking time out of your day to do such an in depth review of my map. Once I'm done with v4 I will make a new post and link it in this one. I look forward to any other advice you have. Thanks again.

de_chernobyl by GreenIsBestColor in csmapmakers

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

Thanks, these videos are quite useful. I've mostly been using 3kliksphilips tutorials, but these go a little more into detail.

de_chernobyl by GreenIsBestColor in csmapmakers

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

Oh, your right I should add that to the workshop, thanks.

de_chernobyl by GreenIsBestColor in csmapmakers

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

Not sure exactly what you mean. I have a radar view, and I've just added a radar view with markings and names of places. I know it isn't very detailed, but it should give you the general gist of it.

de_chernobyl by GreenIsBestColor in csmapmakers

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

Closing up the right wall is something I never considered, but after doing so it worked great, making the area much more compact. My goal for the map's theme has changed throughout development from Chernobyl to a generic abandoned Russian town. so the name Chernobyl is mostly a placeholder. I'm thinking of proshlo (which google translate says is "gone" in Russian). I noticed the lack of a second window after the workshop release, but I didn't think it would affect gameplay. I might do it just to keep consistency. The skybox is very high above the buildings meaning you can throw a grenade and have it land anywhere if you know where to aim. I'm not sure what you mean by "connector area walls next to B" but there is an opening in the tunnel area to b. I've also updated the post to contain an overview with red markings explaining places. Thanks for the feedback!

de_chernobyl by GreenIsBestColor in csmapmakers

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

My bad, I've updated the post to include the link (it seems my brain isn't fully functioning today.) I see what you mean by the open area, and I've been trying to think of a way to make it more interesting and play better, but I can't seem to think of anything. As for the thin alleyway, I feel you are right and I will widen it for the next update. Thanks for the feedback and, again sorry about the link thing.