[CS:GO] Insertion (new name again!)(wip)

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Re: [CS:GO] Insertion (new name again!)(wip)

Postby srredfire on Sun Sep 22, 2013 12:01 pm

cs_idyllic

cs_bucolic

cs_agrarian

cs_hinterland

cs_spookyplace
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby ErikKiller on Sun Sep 22, 2013 1:37 pm

cs_narnia
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Oskmos on Mon Sep 23, 2013 10:17 am

Just updated on the workshop. Some interior work and some nice moving fog!

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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Sathor on Mon Sep 23, 2013 10:20 am

Shaping up well. I like the fog, it blends really well. The ground could use some work, though. Maybe you could create a fairly big model of smaller rocks, according to the landscape? That should not impact performance at all, if you make it one or two prop_statics with a few dozen smaller rocks in the landscape, with some bushes. Just to mix up the grass.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Oskmos on Mon Sep 23, 2013 11:33 am

Yeah. Its a bit empty there. I might try that, but my VMF import to XSI doesnt work :/

And I have a question! If I where to rotate one of the buildings, would that impact performance in any way?
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Chrille on Mon Sep 23, 2013 4:37 pm

Played this map yesterday. Needless to say it looks really good and has a great atmosphere. Obviously it has a lot of empty space, as of the moment, but I'm confident that you'll shine that bitch right up. It plays well, too. The openness of it lends itself to several possible approaches from the CT team, and I like that. The fog does make it rather easy to pick out silhouettes of opponents using the scope, even when they're in the wooded area. I don't know what can be done to tackle that, except perhaps for some more solid cover for CT's to move behind if they choose to flank the houses from opposite the lake.

I also think it would be better if it rained, but then again that's just my rain fetish and the knowledge that you could pull it off.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Text_Fish on Mon Sep 23, 2013 6:06 pm

Oskmos wrote:And I have a question! If I where to rotate one of the buildings, would that impact performance in any way?


If you turn the building in to an instance you can rotate it any which way (even off the grid) and it shouldn't negatively effect performance.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Dives on Mon Sep 23, 2013 6:26 pm

Be careful if you have world brushes in the instance though, offgrid sloped visleaf splitting can get nasty real quick. Also don't include any func_brushes, the lightmaps get fucked up on them when you rotate the instance.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby ReservoirWOLF on Mon Oct 28, 2013 6:23 pm

Get some frogs croaking in the ambience and turn it up to 11.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Oskmos on Wed Dec 25, 2013 7:03 pm

updated again. have done alot of work on the visuals. added another house etc.

Here's some screenshots

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Re: [CS:GO] Insertion (new name again!)(wip)

Postby ErikKiller on Wed Dec 25, 2013 10:30 pm

You sonuvabitch, that looks like another one officially going to CS:GO.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Teh Frog on Fri Dec 27, 2013 5:51 am

Oh, this one again. Still looks fantastic. Just a little wary of how dark some areas look.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby ErikKiller on Fri Dec 27, 2013 9:48 am

Sweet beta test, shame about my crappy PC, would have been way more fun.
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby Teh Frog on Fri Dec 27, 2013 4:51 pm

So, if I may ask, how exactly do you optimize a map so large? I struggle with optimization. Any tips?
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Re: [CS:GO] Insertion (new name again!)(wip)

Postby nub on Fri Dec 27, 2013 7:51 pm

I still find the fog in this map to be quite delicious.
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