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Posts by JeanPaul

  • Level Design in a game of Golf

    • JeanPaul
    • September 14, 2013 at 12:49 AM

    lulz probs

  • GTA V

    • JeanPaul
    • September 13, 2013 at 10:00 PM

    Avoiding all content till I play

  • Level Design in a game of Golf

    • JeanPaul
    • September 13, 2013 at 9:12 PM

    My golf course would definitely involve guns

  • Nick Verducci - Level Designer

    • JeanPaul
    • September 13, 2013 at 4:00 PM

    Call of duty + small building + heavy fog.


    Change it up a little! Get some more color in there.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 11, 2013 at 2:34 AM

    Thank both of you, it definitely helps a lot. I definitely agree with both of you about A so Ill make some changes and get the next version up soon.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 10, 2013 at 11:19 PM
    Quote from Stranger

    de_dispatch

    The concept for this map will prove to be somewhat unique or just plain broken.


    The idea is that both bombsites can see into each other and into mid. This is offset by the bombsites being large container crates that provide plenty of cover. Should be interesting to see how this plays out.


    (slightly outdated overview)

    IMAGE HERE


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v1.rar

    Display More


    Hey so here are a few things I noticed in the test of your map: I am merely pointing out the problems I noticed in my play time


    1. mid has one entrance for T's almost exactly like in mirage, but your version doesnt have an alternate path going to B or A, so if you go right upon spawning, you are left with one option, and its a dangerous one at that.

    2. Having the bombsites visible from each other means CT can (most of the time) cover both sites from ONE site and thats not typically a good idea.

    3. Since the only route (not through mid) to the right bombsite is via that bridge OVER mid means that CT's can again block access entirely to the right bombsite via the left bombsite, also not a good thing.

    4. The far left flank into the left bombsite is via some stairs that only serve to put T's at a huge disadvantage because of the weird sightlines it creates.


    Good start, it just needs some more love!


    And now about my map, does anyone have any feedback to give me from today's test? So far the only feedback ive recieved was from Puddy and he said (summarizing) that it just needs some more chokey type areas - something I definitely agree with. But is there any feedback any else could give me?

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

    • JeanPaul
    • September 10, 2013 at 7:05 PM
    Quote from Setin


    Losing motivation with what? maps as a whole? Or just detailing? Greyboxing?


    It's mostly with the beginning stages. Trying to get a good layout. I understand that it takes a lot of playtesting to get a layout to be good, but for some reason I sometimes get this feeling that if I don't get it right the first time that it may be unable to be salvaged. I might also just be lost on how the end product should look so i wouldn't know what to do.


    I follow those same procedures for the most part. I just need to be able to get past these mental issues and work. Once I get into detailing with my map I am fine, I usually have a lot of motivation. I just get stuck in the start.


    Ya, you cant think that way. Id wager to say its damn near impossible to get it right on the first try, no matter the map. You need to just get something playable and see how players react to it before you can make any decisions on whether or not its fun/whatever. Hell, the DE map I just posted for play testing WILL have problems in certain areas. I could go on for months changing and "fixing" things in the map based on an assumption oh how it plays when in reality, I have only a very basic idea. For the first playable versions of a map you need to just design your basic idea and get it playtested immediately, even if you arent super keen on it. Who knows, you might have some accidental gold on your hands


    This may sound vague but, for me personally, I find it is best to limit myself in some way. Give yourself a mental or map related limitation that you cannot break so when you are designing and stumble upon a problem you dont have a limitless amount of solutions presented in your head. This can go hand in hand with another thing I like to do - make the first version of the map without going below a 64/32 unit grid. (besides obvious things like door frames or stairs etc etc) It can force you to make clear and simple design choices while avoiding over complicating things or pigeon holing yourself into a map that has funky shit going on evrywhuuurrr.


    Also be sure to get a get a simple design on paper first, even if its just scribbles or an incomplete idea. Having a base to start with when you open hammer/unreal/whatever is insanely useful because it gets you into the editor with a basic concept and you can just map for days. Dont force the drawing too much though as I find iterating IN EDITOR is just as important as the drawing.

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

    • JeanPaul
    • September 10, 2013 at 5:54 PM
    Quote from Setin

    I have this problem as well. At first I'm always really motivated, but after a time I just hate everything about it. Would you mind sharing what steps you take now to help prevent you from loosing your motivation?


    Losing motivation with what? maps as a whole? Or just detailing? Greyboxing?

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 10, 2013 at 5:51 PM

    What is going on in here?? We havent even played it yet, jesus.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 10, 2013 at 4:29 PM

    CS players fear change more than old men.


    But seriously, why even bother commenting on the realism of a map when its barely even the first alpha? I mean thats a bit absurd.


    WHAT POWER PLANT HAS GREY WALLS I MEAN COME ON

  • Breaking Bad

    • JeanPaul
    • September 10, 2013 at 1:20 AM

    Walters had godmode on this entire show

  • RoboCop (2013)

    • JeanPaul
    • September 9, 2013 at 11:26 PM

    The PG-13 rating alone really bummed me out for this movie.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 9, 2013 at 7:26 PM

    Not sure, hopefully testing lets me figure it out. Its a LOT more staightforward in that area when you play it than that screenshot shows.

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 9, 2013 at 6:40 PM

    Okay guys here we go


    de_volt_a1


    Things I sent out to accomplish with this map:

    -Train-esque bombsite A in the map's "mid" that is several times larger than a normal bombsite

    -More vertical gameplay elements than most DE maps

    -Design that immediately orients the player so no one ever gets lost

    -A layout that has immediately recognizable bombsite locations

    -Other minor things I dont feel like typing out


    [Blocked Image: http://i.imgur.com/43BVBMa.jpg]


    Screenshots of the map if you care enough to view them:

    http://imgur.com/a/1yQb0


    And finally the download link:

    http://jeanpaultron.com/maps/de_volt_a1.zip See you tomorrow

  • [CS:GO]de_HawksNest (WIP)

    • JeanPaul
    • September 8, 2013 at 1:47 AM

    What exactly is the point of the floating triangle?

  • [recruiting] particle artist for DownFall (ep2 mod)

    • JeanPaul
    • September 7, 2013 at 10:11 PM

    Well all the more power to you then

  • [recruiting] particle artist for DownFall (ep2 mod)

    • JeanPaul
    • September 7, 2013 at 9:43 PM

    Spoiler alert - you probably wont find any particle artists to do free work


    That being said, good luck with your stuff. I absolutely love your level design so far, its really simple and really effective. (from what I can see in the screens at least)

  • de_investment - Update 2 (September, 7th)

    • JeanPaul
    • September 7, 2013 at 9:38 PM

    Anything black in your map is almost 100% black.


    I feel this is what is mostly holding you back from acheiving some great scenes in this map.

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

    • JeanPaul
    • September 7, 2013 at 6:25 PM

    WTF RAVAGE JESUS BRO

  • MapCore CS:GO Playtesting 3.0

    • JeanPaul
    • September 7, 2013 at 1:05 AM

    I will 100% have a map for tuesdays test. Are we still on for the regular time?


    I am making this post merely to hold myself accountable for getting the map into a playable state asap.

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