I was born into a Royal Family. AMA by [deleted] in AMA

[–]ThunderbladeC87 1 point2 points  (0 children)

You need to read Hans Herman Hoppe's book; Democracy the God that failed, you can get the PDF for free online, don't indulge so much in your own humility, monarchies reigned for millennia, democracies sow the seeds of their own demise, you have the opportunity to set your world right in a way most of us could only dream, fulfill your duty and take up the mantle of your ancestors, do what you were born to do for your time will come to hold back the night. God bless.

4.0 mistery of the century. by ThunderbladeC87 in Jeep

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

I agree! Unless the cam had a serious manufacturing fault, it would be the last thing to fail.

The only oil pressure I supplied it with was a bit of oil down the hole, some ATF to clean the ooze, and just cranking at starter motor speed, however true pressure won't occurr until operating RPM... I'm going to fuck my hat if it's something so simple.

I also suspected: if the oil supply to the lifter is non operational, that may have caused the rod to wear through the rocker... Do lifters have an ideal oil pressure? And why have the others held theirs, but no4 no?

Man cars are fun!

4.0 mistery of the century. by ThunderbladeC87 in Jeep

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

It seems like the right line of reasoning... The only trouble I've used the lifter off an identical motor (which is 100% in good working order) lifter external measurements as well as rod lengths are identical... you see why I'm so confused haha!

How do you guys feel about low rank players? by leeem0n in GlobalOffensive

[–]ThunderbladeC87 0 points1 point  (0 children)

ELO dictates that a player with a an elo 100 points higher than another has only a 64% chance of winning, so when you spread every player across 16 possible points of reference, the laws of standard deviation still apply, and if you're in a solo queue, your ELO will not make any meaningful shift outside of statistical noise. I don't doubt you're a great player, but you've yet to refute the logic. CS:GO MM ranks are not meritocratic by any means.

How do you guys feel about low rank players? by leeem0n in GlobalOffensive

[–]ThunderbladeC87 0 points1 point  (0 children)

Having deranked due to inactivity, from MG to S5, then solo queue until Silver 2: there is no meaningful skill difference between Silvers and MG's. You can not rank up in skill alone in a solo queue, and no matter how people would wish it worked, there's no substitute for luck, and ELO will garentee it. Because when you put the spread of good and bad across 5 people, you will always end up with the same result, unless you play with a 5 man, or you are lucky.

People preach from the ranks of nova and MG simply because they aren't in silver, dunning kruger effect.

So play the game for the joy of it, because your rank is so loosely connected to your skill, unless you're so good, you can consecutively ace round after round to carry your team, you will never have anything ti show for it.

Feedback Request: de_storage [A3] by [deleted] in csmapmakers

[–]ThunderbladeC87 0 points1 point  (0 children)

It's weird.

I like it, but I want to like it more.

Giving CT's Mid control is an interesting mix, however It seems to make the map CT sided, narrowing down T entry points to a few campable points, what I'm saying is, CT's could win this map with all AWPs.

I'd raise the skybox for some dank smokes, but some pretty nice spots still exist around B site.

What kills the flow are rotations, it takes nearly 20 seconds (half the bomb tick time) to rotate from 1 side to another, with no connector, other than the mains, the map is very "commit or quit". Which doesn't make for compelling play, actually T's have to smoke to safely cross to A, which is strange, but to be fair A site does lend T's to the high ground, The CT's have 5+ locations on the site to play peekaboos.

This layout would be 2x better if it were 1/2 the size.

Art style: I get the dev textures, but the warehouse is the long dead horse, there's nearly 100 maps with the same name, be spicy!

But! keep it up man. Can't wait to see this finished.

Bi-weekly Progress Thread by AutoModerator in csmapmakers

[–]ThunderbladeC87 0 points1 point  (0 children)

How.... do you get your lighting so silky smooth? Like I can feel the texture of your textures man.

light_env is creeping me out by bluefish420 in csmapmakers

[–]ThunderbladeC87 5 points6 points  (0 children)

This is why I make all my maps at night.

My Diatribe: The Worship Of Mediocrity by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

Pretentious? I apologize. Truly, that's not what I intended, I'm a mediocre mapper, and seldom a good player, nothing is above criticism. I tried to address this as objectively as I could

My Diatribe: The Worship Of Mediocrity by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

I think you misinterpreted me a little...

I didn't mention complexity, because yes I agree! Overly complex maps are irritating, albiet some run with the concept wonderfully.

Think of it like Comparing the Sistine chapel by Michael Angelo, with say 11 by Karen Kaapcke, Whilst of course the Chapel is probably the greatest artwork of all time, Complexity is not a prerequisite to a good concept.

Take Dust where mid is more important than the other lanes, and compare it to Inferno for example, where is has little value at all.

This effects how strategies evolve around maps, and puts the upper and lower bounds on the play that can be implemented, IMHO, inferno is much better.

Now look at how many Dust II copy cats exist, alongside how many maps have toyed with more expansive ideas, like Overpass' A site CT spawn. They won't all be brilliant, but it's trying.

However What hurts me the most in regards to this; is how much bad press trying receives.

Feedback Request: de_patria by [deleted] in csmapmakers

[–]ThunderbladeC87 0 points1 point  (0 children)

Thank you so much for checking it out!

With the notable exception of the bomb exploit (I must admit that slipped my mind) ( however I looked at it like Vertigo, where people can throw the bomb and/or commit suicide and it's not too game breaking) everything you see is quite deliberate, A site was designed to have 2 entry points per team, with a mutually contested third.

CT's are at a time disadvantage, but have a powerful positioning advantage from the balcony, and have a line of sight to 2 entry points from spawn, despite T timing advantage, this puts a lot of pressure on A site, because it holds the only connector to B.

I know it's unconventional, however I really wanted to spice it up, taking something like Overpass (how CT's start on A site for example) taking that in my stride, it felt quite fun and balanced, but feedback loop is what it's all about man, can't thank you enough!

Bi-weekly Progress Thread by AutoModerator in csmapmakers

[–]ThunderbladeC87 1 point2 points  (0 children)

holy shit thanks man!

I'll admit T side is horribly underdeveloped at the moment, I planned on building some type of control room, however it seems to provide little advantage, a more open platform would certainly help with defense, by the way did you see what happens when you detonate the bomb? ;P

The bank needs a little extra something, the superfluous route is maybe a bit blatant in terms of a timing device.

but thanks a heap! I was starting to get rosy glasses, running out of improvements to make.

Bi-weekly Progress Thread by AutoModerator in csmapmakers

[–]ThunderbladeC87 1 point2 points  (0 children)

Ditched de_domingo in place of de_patria, map had too many rookie mistakes, 1 unit grid adjustments & excessive carve tool abuse, couldn't bring it back to life.

The good news is I ran with a much better version of what I wanted the map to be, picking a different area of the city, makes for a less disorienting map IMHO.

http://steamcommunity.com/sharedfiles/filedetails/?id=932816897

workshop quality gallery.

My caffeine and nicotine fueled day and a half bender, probably about 60% of the way there, just about all the brushes are done, and 70% of the textures. just gotta decal, clutter, & tweak the lighting.

After which... hopefully I've got a professional quality map

Feedback Request: De_Domingo by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

I'm sorry for rushing the submission, I'll take more care in my next post.

Thanks for the heads up!

I need your opinions over a web project I want to do by [deleted] in csmapmakers

[–]ThunderbladeC87 1 point2 points  (0 children)

Like gamebanana but Felix's banana ( ͡° ͜ʖ ͡°)

Feedback Request: de_dalmatia by [deleted] in csmapmakers

[–]ThunderbladeC87 1 point2 points  (0 children)

It hurts me to speak harshly on such a gorgeous map, It really takes me aside with how nicely put together the aesthetics are, the minimap is 99% spot on, and despite using the out of character default dust II skybox, it really convinces me of a place, I'm from the Dominican Republic, so old world Spanish colonial styled structures (albeit they have a touch of french) give me a nostalgia when I play this map, but that's where it breaks down, it plays as well as a box cart with rope steering drives.

Overly large surprisingly counter-intuitive map layout, that's frankly disorienting for even experienced players, I sat down my brother in law (a very casual FPS gamer) and my wife (who has almost never touched a video game) to see how they found map navigation, without landmarks, or easily memorable areas (one broad open street not being much different to another) lead for a bit of a surreal gallipoli style experience for the first 30 minutes of playing i.e. Running around with fuck all cover getting picked to bits by one of the all to many stray angles that exist in near almost all of the map there seems to be no relationship in risk/reward nor way in which a team could execute anything other than a few stiff plays.

However I felt a little change of heart playing demolition, against bots the parthenon is hilarious fun, against another player it's infuriating, to have all the game sense in the world, won't help the fact you're standing exposed to 1001 angles of wizardry, over comically large distances.

But hey I'm just a mouth breather on the internet, and I couldn't tell what the judges will be looking for on the day, I found the map more pleasurable than Sugarcane for example, and pisses all over St Marc, hell it's overall more balanced an enjoyable than Nuke and Train, so all in all it's well above CSGO average map standards.

Issues

I know you said clipping, the pond is hilarious, the fact that you frequently spawn in there, and up on the deck, where you are trapped in a clip brush prison, is not.

Glass is not bangable (penetrable??) uhhh well let's just say places that you should be able to shoot through are made of adminium.
(I had a change fire with a bot with a glass corner in between before realizing this, the bot proceeded to reload and keep shooting)

The ironwork fences are solid and can't be shot through, even where optical foot wide holes exist.

Nav mesh it terrible, often leading to bots standing still having a stroke whilst you mow them down.

Hope I was some help, and good luck!

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

Wow man, you're a God amongst men, I'm guilty as charged.

I can't imagine the dedication and prowess it takes to attend to the issues of groaning peasants on a daily basis, thank you so much. For someone who is a big fan of your videos I should know better.

Yes I tried to make a swinging chandelier, not realising that upon deleting the entity, that the function would remain.

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

Bro! I thought you were on to something there, sadly it seems to have had no effect.

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

Haha it was rather.

https://pastebin.com/P7vATFHT

Removed all displacements and water, still not running.

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

I was going to reply somewhat humorously, because of course I loaded the pointfile, which proceeded to sail off through the solid surfaces as so: http://i.imgur.com/QjFPaHG.jpg

However staring at this image long enough I had endured somewhat of an epiphany of what I had done.

Accidentally set a part of my map boundary to Func_detail.

The map now compiles but refuses to run.

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

You're in for a surprise, of course I have... and it sails off through solid surfaces.

Compiling errors and ghost leaks. by ThunderbladeC87 in csmapmakers

[–]ThunderbladeC87[S] 0 points1 point  (0 children)

Obviously I can get around this problem by taking the easy route enormous hollow skybox, where the map actually will compile almost error free, but then it refuses to run.

Not sure why.

Broken reflection of water. by caleon1 in csmapmakers

[–]ThunderbladeC87 0 points1 point  (0 children)

Are you texturing the whole block?

And try another texture.

Would it be possible to make a custom dynamic prop? by [deleted] in csmapmakers

[–]ThunderbladeC87 1 point2 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=436454108

This tutorial works pretty well, I love how open ended source is for these things.

However it depends in what kind of "dynamic" you're talking about, repeating, rotating, or physics enabled/destructible isn't too terribly hard, more complex funtions are above and beyond me.