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  3. JeanPaul

Posts by JeanPaul

  • De_ruins

    • JeanPaul
    • June 3, 2013 at 9:06 PM
    Quote from 3Dnj

    [Blocked Image: http://www.minerality.fr/images/maps/cs…06-03_00001.jpg]

    Id definitely wager to say you will definitely have people complaining about the number of paths to your bombsites. Look at dust 2 as a comparison:

    [Blocked Image: http://i.imgur.com/2EK36eP.jpg]

    Lets say its one of those rounds there the entire CT team goes to one bombsite and Ts manage to plant really early on. Ts then have to defend the bombsite with zero knowledge of what entrance to the bombsite the CTs will take. In Dust2, one person can cover two entrances to either bombsite without any help, leaving the rest of the team to cover the one remaining entrance or help you out. Each bombsite has an area where the player can hide from all entrances but one (the top right and top left nooks on the image I posted). Now think of this situation in your map. No matter the positioning, it looks as if the player has almost no chance of defending due to the number of entrances to each bombsite. Ruins could definitely use with some path removal.

    Another thing that might be frustrating is your overview map is confusing near B/mid near B. From looking at just the overview, I have not a clue which path goes over/under what or anything. While IMMEDIATE understanding of the layout map is not a requirement, it definitely says something about the simplicity of your paths.

    That being said, I look forward to testing it and hope my critique here is proven wrong

    EDIT: Also for the record, I definitely mentioned there were too many paths during the last play test, but Im not sure if you were there. Its better to make posts like this anyways.

  • General Hammer Editor Tips

    • JeanPaul
    • May 31, 2013 at 3:39 AM

    8 tall and 12 deep for default source stairs. Whats off grid about that?

  • [CS:GO] de_convention

    • JeanPaul
    • May 30, 2013 at 7:56 PM

    The third screenshot is approaching on prop spam, try to refine your details a little bit. Maybe give your walls some more depth? Also Chris is right, lots of 90 degree angles everywhere.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • May 28, 2013 at 9:45 PM

    In reference to oldtown and mass - a good thing to keep in mind when making narrow corridors: Most servers run with player collision on, so anything less than two players wide and you have yourself a traffic jam and those are miserable on larger servers.

    Man I just dont even bother with grammar anymore

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • May 26, 2013 at 4:34 PM

    Pretty sure the new engine removes like 95% of required clipping to make a map final, 3dnj.

    EDIT: You probably meant out of bounds clipping.

  • De_cache WIP (new version)

    • JeanPaul
    • May 23, 2013 at 4:06 PM

    Dude this, this is amazing. I really love what you have done with the outdoor parts, its pretty much spot fucking on.

    Bombsite B is kind of ugly though, Id give that room a reworking.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • May 21, 2013 at 3:48 PM

    Pretty sure its 4pm est

  • Counter-Strike: Global Offensive

    • JeanPaul
    • May 21, 2013 at 3:51 AM

    Honestly if you miss doing something as mundane as buying ammo for your weapons every. single. round. then there is something deficient about you ^__^

  • [HL2:EP2] Station 51 Sequel (Station 52?) - Looking for Feedback

    • JeanPaul
    • May 14, 2013 at 4:20 PM

    Give your large spotlights a constant of 100000 (not kidding) and youll love the results forever.

  • ITT: Post maps/scenes that never saw the light of the day.

    • JeanPaul
    • May 14, 2013 at 12:15 AM

    Well it was just a side project, so I stopped mainly to finish black mesa at the time

    That and I am completely clueless as the workflow in cryengine. In source getting a gameplay ready block out is easy, but in cryengine what do I do? I always felt like I was detailing before anything was fun.

  • ITT: Post maps/scenes that never saw the light of the day.

    • JeanPaul
    • May 13, 2013 at 8:57 PM

    Does this count? Terrain tests in Cryengine 2 from a couple of years ago. This map is an exact section of an island in hawaii that I ripped from a .dem file.

    [Blocked Image: http://i.imgur.com/rRE5YDD.jpg]

    [Blocked Image: http://i.imgur.com/yriWPCW.jpg]

    And that annoying ass blending problem I could never find a fix for

    [Blocked Image: http://i.imgur.com/QHYVolf.jpg]

    WAIT A SECOND THIS ISNT SOURCE!

  • Let's hear it for the boys!

    • JeanPaul
    • May 12, 2013 at 6:13 PM
    Quote from Puddy

    As I said a few times before, if you actually play Operation Payback via the matchmaking system as it's intended to be played, then you'll see that quite a few players are playing the maps.

    I did this twice in a row. It put me in the same server twice. So how many people are actually playing them?

    Also I dont think its the quality of the maps, but the fact that most are CS maps as opposed to DE. Also if Valve is to be used as an example for picking up maps in previous games (ie TF2) they have some WEIRD ass choices sometimes. Look at ctf_turbine!

    EDIT: I enjoy the maps a lot myself. Thunder is really fun (if a bit slow due to its size)

  • Let's hear it for the boys!

    • JeanPaul
    • May 11, 2013 at 11:53 PM

    I too am genuinely curious if it worked out for everyone because I can honestly say that every time I am in a full server that switches to any of these maps, there is a serious shit storm of people bitching and leaving the server. Are CS players just THAT unable to play new things?

  • MapCore CS:GO Playtesting 2.0

    • JeanPaul
    • May 9, 2013 at 7:59 PM

    Come in br0s

  • GTA V

    • JeanPaul
    • May 8, 2013 at 12:51 AM

    GTAV to do list (in order)

    1. Kill first civilian seen

    2. Steal car and drive to top of the highest mountain

    3. Drive car off mountain

  • Wolfenstein Returns?

    • JeanPaul
    • May 8, 2013 at 12:49 AM

    I am extremely interested to see what a 3rd party company does with id tech 5.

  • GTA V

    • JeanPaul
    • May 8, 2013 at 12:33 AM
    Quote

    ' timestamp='1367969116' post='331528']New batch of 12 new screens in here:

    http://www.rockstargames.com/V/screenshots/

    [Blocked Image: http://www.rockstargames.com/V/screenshots/screenshot/1061/1280.jpg]

    This one gets me really excited for the game

  • Wolfenstein Returns?

    • JeanPaul
    • May 7, 2013 at 11:50 PM

    Wait is it really id tech 5 stuff?

  • Wolfenstein Returns?

    • JeanPaul
    • May 7, 2013 at 7:27 PM

    Trailer, teaser, whatever you want to call it. If its for a game and there is no gameplay its a waste of time.

  • Jean-Paul Jarreau - Photographer/Level Designer

    • JeanPaul
    • May 7, 2013 at 7:24 PM

    Okay Ill definitely add some more information but I will add it in the form of a on site resume, does that work? I dont know if its generally cool or frowned upon to have your resume just pasted into a webpage?

    Example would be a friend of mine, Abe.

    http://www.aberobertson.com/?page_id=33

    I like the skills part and I could easily explain what I did on black mesa by bullet pointing my exact duties. Would something like that be okay?

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