If I win 7 of 10 placement matches is that bad? Is a score of 1700 expected after that?
After getting that rank I got nonstop wins until 2100 and then hit my first loss.
If I win 7 of 10 placement matches is that bad? Is a score of 1700 expected after that?
After getting that rank I got nonstop wins until 2100 and then hit my first loss.
Quote from AlexM24 minutes ago, AlexM said: If I win 7 of 10 placement matches is that bad? Is a score of 1700 expected after that?
After getting that rank I got nonstop wins until 2100 and then hit my first loss.
If you win all 10 matches, it don't necessarily mean you'll be grand master. There's many factors.
I was under the impression that 2500 is average. Is that correct?
It could very well be that I'm terrible ![]()
Quote from AlexM18 minutes ago, AlexM said: I was under the impression that 2500 is average. Is that correct?
It could very well be that I'm terrible
Yeah, i guess you can say that 2500 sits right in the middle if this data is to be trusted
http://masteroverwatch.com/leaderboards/p…ory/skillrating
I'm trying to get to Master, but fuck me it's hard... Game got a lot more fun once I got to high plat / diamond.
Just got Diamond!! Fuck it was good, especially since i climbed togehter with a friend who mains bastion.. .on every map.
Started to post some of my environment work, today is ilios
Remember that our maps are made mostly by Mapcorians and they are a team effort!
[Blocked Image: https://cdna0.artstation.com/p/assets/image….jpg?1482206583]
I like the visual look of that level a lot that Minos posted. It's interesting to see how Overwatch maps are released detailed as this one is.
I know from personal experience that if this would have been a Valve map for Team Fortress 2, it would have been considered too busy for the art part and not accepted as is, so the players and the game is easier to read and comprehend.
Quote from ics2 hours ago, ics said: I know from personal experience that if this would have been a Valve map for Team Fortress 2, it would have been considered too busy for the art part and not accepted as is, so the players and the game is easier to read and comprehend.
In TF2, enemy team's players aren't highlighted with red outline and their names, which IMO makes a huge difference in noticing players.
Quote from Minos13 hours ago, Minos said: Started to post some of my environment work, today is ilios
Remember that our maps are made mostly by Mapcorians and they are a team effort!
would it be too much to ask for some brief explanation on how texturing in overwatch works? do you use multiple UV sets? if so, what are they used for? Do you blend in details solely via vertex colors? do you fake AO in any way? how do those sweet normal mapped corners work, are they just a bunch of trim textures?
the teal building to the left in the pic above for example, is that dirt in the corners mapped in via separate UV set? stuff like that ![]()
it's probably really obvious but I'd still like to hear about it from someone way more experienced than me.
My favorite map, as far as details/visuals go, is Dorado. There's a fish near the map start, laying on a table, that flops if you shoot it. ![]()
http://www.eurogamer.net/articles/2016-…r-gay-character
I'm very upset to learn that Tracer is gay. That completely ruins my chances.
Quote from tomm12 hours ago, tomm said: would it be too much to ask for some brief explanation on how texturing in overwatch works? do you use multiple UV sets? if so, what are they used for? Do you blend in details solely via vertex colors? do you fake AO in any way? how do those sweet normal mapped corners work, are they just a bunch of trim textures?
the teal building to the left in the pic above for example, is that dirt in the corners mapped in via separate UV set? stuff like that
it's probably really obvious but I'd still like to hear about it from someone way more experienced than me.
Unfortunately I can't go into details but you would be surprised how obvious everything is, and judging from your questions you already know the answers
One thing I can say is that we don't have any "esoteric" tech that other engines don't have. As for the corners, it's not much different than this http://polycount.com/discussion/175…rmal-map-decals
Alright, part 2, Lijiang Tower ![]()
https://www.artstation.com/artwork/overwatch-lijiang-tower
[Blocked Image: https://cdnb1.artstation.com/p/assets/image….jpg?1482214391]
Quote from Minos7 hours ago, Minos said: Unfortunately I can't go into details but you would be surprised how obvious everything is, and judging from your questions you already know the answers
One thing I can say is that we don't have any "esoteric" tech that other engines don't have. As for the corners, it's not much different than this http://polycount.com/discussion/175…rmal-map-decals
Alright, part 2, Lijiang Tower
Ooh, cool tutorial ![]()
That is a really killer skybox!
Making solo or duo since yesterday; Jumping from 2100 to 2800. High winstreak really make a lot of points ![]()
Another map, this time Eichenwalde ![]()
https://www.artstation.com/artwork/overwatch-eichenwalde[Blocked Image: https://cdna0.artstation.com/p/assets/image….jpg?1482215260]
Middle of a competative game, suddenly im kicked out into the menus? Click Re-Join match and nothing happens. So restart game quick, boom. Suspended. What tha fuck happened???
The last of my Overwatch environment spam for now, Nepal!
[Blocked Image: https://cdnb3.artstation.com/p/assets/image….jpg?1482214759]
Please spam away! Last two are my favourite.
With all the professional work that has been displayed on Mapcore recently, it makes me think that there should be a "professional pimpage thread" or something similar. For those that don't play Overwatch, it might be easy to miss work like this, especially after a few pages of new comments.
Got a copy today as a gift from my parents! Can't wait to start playing.
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