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MrMuesli

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  1. Submission Download Since the map includes custom particles, you also need to run a precache plugin on the server.
  2. Not really. Currently I just don´t have enough free time. Additionally one of the recent shader CSGO updates messed up certain lighting parts of my map. Since Valve is still too lazy to release properly made patch notes for SDK, it got even harder to fix those issues and finish the map in time.
  3. Can we get that extension?
  4. I´ll enter.
  5. Can you finally clarify the rules/ judgement? Kind of hard to enter a contest without even knowing the full rules, judgement etc... Is there any kind of deadline for entering the contest? Is it mandatory to "sign up" in the participants thread? What about that whole Technical Editor Part... is it gonna stay removed? What way are you going to decide who gets "Unexperienced Mapper Points"? How are you going to judge the Performance/Optimization part? What do you exactly mean with Creativity?
  6. Hey, I'd like to PM you but you actually are out of space so if you could clear up your inbox or pm me please :)

  7. Awards

    The old Hammer sign/actual hammer looks like crap. Why don´t you use the new one as a base? Just use the grid as background...with the orange border and the hammer in the middle it´s gonna look 100 times better than the current one. Really appreciate your efforts!
  8. You could just ask There is an easier way to do this... OnMapSpawn--->player--->AddOutput--->gravity 1 Just add that output to an existing logic_auto via stripper config and problem should be solved.
  9. No, you don´t. Custom Mod specific maps(ze, ttt, mg etc...) don´t need nav files. When matt tested the map offline, he automatically executed a gamemod cfg file in csgo/cfg with bot_quota higher than 0. Since bot_quota controls the ammount of bots ingame, Source was looking for the bot navigation file... It was missing and got auto generated. :ninja:
  10. Sure it´s a great idea and I would love to participate...but it barely makes any sense in the current situation. For the last few years SG rarely did anything to promote, support or expand their mapping community. The result of this mistake is a extremly small ammount of mappers within SG and a pretty much dead mapping community etc... For a Map Contest to work, SG finally needs to start to promote, support and reward their mappers. That way existing mappers gonna improve their skills and a lot of players gonna try mapping out... which will result in lots of new + great maps. We already had a similar discussion a while ago, which unfortunately ended up in a "Mapper Rank Yes/No" discussion. Most Higher ups completely missed the point back then, since the suggestion was meant to improve mapping within SG overall. Your idea isn´t really thought through. With good advertising, a few guys will probably give it a shot and try mapping out. But for a mapper contest you already need to know how to properly create and release a map. There is no time for learning those basics, when you want to participate in a mapping contest. Overall I still hope, that something like a ttt contest is going to happen very soon.
  11. Instead of decompiling the map and fixing up typcial decompile issues, use stripper configs to edit spawn points/add weapons. Saves a lot of time and is by far the easiest way to create such edits. Example: //cs_office.cfg add: { "origin" "50 50 50" "classname" "weapon_ak47" "angles" "0 110 0" "CanBePickedUp" "1" } //spawns a weapon modify: { match: { "origin" "10 50 10" "classname" "logic_auto" } insert: { "OnMapSpawn" "point_servercommand,Command,say SG ttt_office modified by Lampshade,4,-1" } } //adds an output to defined logic_auto I think @Liam Brown is your way to got, since he got hammer knowledge aswell as server access.
  12. I played CSCO about 1,5 hours today and I was quiet impressed... Oldschool maps, way better movement, sounds and weapon balancing than in CSGO. I rarely noticed any serious bugs or glitches. Not sure why setting up a server would be that much of an investment. Takes about 15 min to do. I would love to play on a SG CSCO server.
  13. Since I haven´t played the map yet, I can only give you more "technical" feedback. - Properly optimize your map Because you barely used any func_detail, I am sure you have at least 10000 numportals and compiled with -fast vvis. Also on a lot of spots, props/map geometry gets rendered I can´t even see. If you properly make use of hint brushes and areaportals, this problem will be solved and players gonna have way more fps than before. Instead of using env_sprites for lighting, use env_sprite_clientside entities to save a few edicts and perfomance. - small grahpical issues Most trees outside got wrong lighting and appear way to dark, because you got normalmapping enabled. Make use of the "Ignore Surface Normal" value and disable it. A few parts of the map(like the staircase) aren´t detailed enough and look boring and cold. I personally think you are using that dark brick texure way too much and it looks boring at some parts of the map. Overall the map looks quiet good and I hope you gonna fix those issues.
  14. Overall I think it´s a great idea, but still not necassary though. The current ones look pretty good(love the classic one from CSS ) Adding more than one additional subscriber skin is just unecassary, because it adds even more content, which needs to be download by new players. It personally annoys me, when I join a server and need to download custom content for a few minutes...
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