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  3. FMPONE

Posts by FMPONE

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • February 27, 2018 at 5:41 AM
    Quote from Corvus

    1 hour ago, Corvus said: Wanted to partially artpass one of the Epic's Unreal Tournament's graybox w.i.p levels CTF_DAM to learn some things along the way. Here's what i've came up with so far. I've used a lot of normal map decals for this one.

    [Blocked Image: https://i.imgur.com/Zi49099.jpg]

    [Blocked Image: https://i.imgur.com/QvqHQOm.jpg]

    And here is the original(almost) bsp

    [Blocked Image: https://i.imgur.com/0REV9YO.jpg]

    I think instead of a font it should have a logo piece (texture or mesh, preferably Mesh). Looks awesome tho +

  • Offtime

    • FMPONE
    • February 27, 2018 at 12:24 AM

    This map is really bold and ambitious. I really dig how you obviously visualized the map experience in your head and then set out to create something very cinematic and dynamic, in that respect you did a fantastic job.

    Some of the areas I think the map could be improved in are: the exterior is a bit flat in terms of displacement height. The concrete you use on the structure itself is very low interest because it tiles so much. I think creating a custom blend or custom asset there would be a great next move. In terms of the interior spaces, this is a bit tough obviously because they are just so confusingly layed-out. I'm not sure if that's deliberate, however it might be worth reconsidering some of those paths and how they could be improved upon. IMO it felt a bit maze-like.

    I think you set out here to do something very difficult and challenging, and obviously as a hostage map that's an extra challenge as well. IMO you did well with a tough assignment, and any additional time you invest would be worthwhile to deliver on the potential you have here.

  • de_asylum

    • FMPONE
    • February 27, 2018 at 12:19 AM

    I think a lot of our judges really liked this map because it seemed to put gameplay first and graphics second. The emphasis was really on creating a pure competitive experience, and so many judges seemed to gravitate towards that. My main criticism is just that the amount of color variety here seems a little low, there is a good amount of dated assets used throughout the level, and the amount of custom assets feels a bit low.

    Some good next steps might be to look for natural opportunities to use colors like green on walls that might be closer to vegetation, introduce some color variety and displacement blending with interesting blendmodulate textures on the brick walls, and overall look for opportunities to re-incorporate your theme into the level using custom assets. That's one area where I feel our judges picked up on some missing opportunities, visual flare. Teaming up with an artist or investing more time in custom stuff might be a good move to take this one to new heights.

  • de_berth

    • FMPONE
    • February 27, 2018 at 12:16 AM

    This map was one of my absolutely favorites in the gameplay category during testing. I really enjoyed all the wild and whacky elevation changes, sniper angles, playing jump-scout from CT spawn, a lot of memorable engagements and fun experiences to be had. In terms of criticism, if you want to do a level this fun and experimental with the angles, IMO you have to communicate what angles to look at and what angles to avoid, where threats are lurking, etc. In the last image above this post, for example, players have the ability to look down into the gutter area for information, but players in the gutter will rarely notice that. I felt that there were many situations on this map where it was possible to die without completely understanding how, and if you'd like me to go through and take comprehensive photos of that I will.

    On the art side, the only thing I really struggle with on this map is a sense of inconsistent grime. Some areas of the map feel more dirty and industrial, others feel artificially clean and empty. It seems like it would be smart to decide on an overall, consistent level of dirt that the level should have, part of that will be in deciding what kind of theme you're actually going for. I had a lot of fun playing this map.

  • Kaizen

    • FMPONE
    • February 27, 2018 at 12:12 AM

    This is a strong entry, it has a unique theme, some well-realized connections between different areas, and the cherry blossoms are a visual win.

    So I haven't gotten as much of a chance to play this map as the others, however one thing I've heard from many people is that the map seemed to have a bit more of a unique identity and satisfying feel when it was a night map. Here's why I think that criticism makes sense: a lot of your assets are a bit "unfinished" in the detail-mapping (remember that detail maps can add a lot of visual interest to textures) and also the use of white space seems like a consistent trend in the textures of this level. In a night map, you're less likely to notice those in a prominent way, and in fact you almost appreciate the contrast to the dark sky. Overall, finer-detailing is an area where it seems like there is potential for improvement on this level.

    Lastly, I think the bombsites could use some more well-defined plant-zone markers. It's difficult to tell sometimes where the bombsites begin and end. Overall, definitely a strong entry that I can see improving a lot more over time.

  • [WIP] de_biome

    • FMPONE
    • February 27, 2018 at 12:08 AM

    I'll have more elaborated thoughts on this map in a video that may or may come out soon, but I did want to share some more detailed thoughts on it.

    Starting with art, I feel that some of the indoor detailing in this map is a weak-point for it. In such an otherwise fantastic looking map, I notice that many of the indoor assets such as the displacement walls could use some blendmodulate textures that are more appropriate, some textures that feel a bit higher-resolution and satisfying to look at, and some of the props used to seam the ground and the walls feel a bit dated and low resolution. It's a nit-pick, but in a map this good you are left with nit-picking. While we're nit-picking, I feel that moving clouds in the sky might be a nice touch if your FPS can handle it, remember you can disable certain props on lower settings, so for the super-high end users this would be a nice treat.

    Further thoughts: there are many areas in this map where railings are covered, such as in T-Spawn. IMO, that's a bad idea because it really limits the ability of CTs to push into spawn for information. I would remove the covers from the rails so that players have unfettered visibility on those angles.

    Overall, absolutely thrilled with this one from a gameplay and art standpoint.

  • [RELEASED] - Studio

    • FMPONE
    • February 27, 2018 at 12:04 AM

    This map feels very unique when you play it, it has a lot of interesting angle and elevation changes.

    The number 1 critique I've heard from people is that the FPS seems low. I haven't noticed that myself, but I think it's very important to listen to the consensus on maps. In terms of art critique, the truck-trailer by T spawn really seems like a dated asset, and some of the art assets on the indoor site also seem very non-distinguishable and low-resolution. I'd say the indoor site needs a visual overhaul, in general. Gameplay-wise, this is one of my favorites from the contest despite its large size.

  • Abbey

    • FMPONE
    • February 27, 2018 at 12:02 AM

    I enjoyed playtesting this map, I find that the bombsites are very different. IMO, B is a somewhat challenging site to break into, and A is a relatively easy site to break into. The contrast is fun, however I think it may mean that B takes becoming very rare overtime and statistically unbalanced. Overall, don't have too much to critique, this map definitely deserved to place so highly in the contest.

  • Mapcore FACEIT Hubs

    • FMPONE
    • February 26, 2018 at 7:21 PM
    Quote from El_Exodus

    54 minutes ago, El_Exodus said: Some more feedback:

    - @fabE More like platform related feedback rather than Mapcore Hub related - still applies: The current map pool should be displayed under Match Settings in the Rule Tab. Preferably done automatically through a Steam Workshop Collection from which the Hub automatically grabs the maps/maplist. I reckon this will be needed as a long term solution for Hubs which make use of custom maps.

    Good feedback

    Quote from JimWood

    9 hours ago, JimWood said: Scheduling them on the discord and tweeting out times may be a good idea.

    Yeah I think a weekly calendar might work. Not so much info that it’s overwhelming but at least enough to plan by.

  • Mapcore FACEIT Hubs

    • FMPONE
    • February 26, 2018 at 12:53 AM
    Quote from JimWood

    1 hour ago, JimWood said: There's a good chance guest judges may want to play the top 4 on here and could bring a lot of players in with them

    Yeah. In the mean time, let's just try to schedule some games on the HUB to keep them active. Maybe in this upcoming week?

  • Site Changes and Feedback

    • FMPONE
    • February 25, 2018 at 9:58 PM

    Not sure if he's been officially added yet, but the designer of our spiffy new logo-set, and fantastic mapper @Yanzl is now a member of our Staff! @Thrik will hopefully be adding our new logo stuff to the website as soon as he has the time.



    I know Yanzl is no stranger in these parts, but let's welcome him to the staff nonetheless :D

  • Mapcore FACEIT Hubs

    • FMPONE
    • February 23, 2018 at 11:12 PM
    Quote from CSGOJOHNMADDEN

    4 hours ago, CSGOJOHNMADDEN said: Definitely a good idea. Would be awesome if we could get the guest judges to participate, or any csgo pros.

    Maybe we could convince James? He’s a good dude. I might play one or two and stream.

  • Congratulations to our finalists and Grand Prize Winner for the 2018 Faceit MapCore Mapping Contest!

    • FMPONE
    • February 23, 2018 at 6:56 PM

    Good job, Jeff.

    wait... what?

  • Mapcore FACEIT Hubs

    • FMPONE
    • February 23, 2018 at 6:31 PM

    We're going to be having a major Hub event this weekend to play the Contest maps. Clear some time from your schedule! :D

  • GRAND PRIZE WINNERS Declared!

    • FMPONE
    • February 23, 2018 at 5:39 PM
    Quote from Corvus

    1 minute ago, Corvus said: Congrats! So i've asked this in discord but is there gonna be any written or video review of each map ? Would be nice to have that :D

    We have a lot of video content coming your way. Get ready!

  • Marvel Cinematic Universe

    • FMPONE
    • February 21, 2018 at 10:57 PM

    I thought Black Panther was pretty good. No super strong complaints, but I didn't necessarily love it as much as some people. A lot of the characters felt pretty pointless (the actor from Get Out had a fairly stiff, not very believable/boring role in the story).

    At one point he rides a Rhinocerous, which kind of summed up his character for me. Needlessly unbelievable and with motivations that don't really compute in the context of the narrative. We're told that he's very upset that his father died, but we 1) never saw his father 2) his "upset" isn't really shown in any meaningful way, he's like this stoic guy who all the sudden goes from complete loyalty to the protagonist to strong antagonism in virtually no time. All because a villain drops a dead body at his feet? It doesn't work.

    There were a lot of characters who probably should have been cut in order to focus on the ones that were really interesting (the Uncle/Brother character for example got really short shrift despite being the most interesting person in the story. His entire plotline deserved way more depth and screentime. They probably cut it to de-emphasize the "real world" politics aspect of his character, but that was easily the most interesting unexplored area of the story. The film opens with him stockpiling weaponry and then abandons his whole plotline, pretty basic violation of "Chekhov's Gun" with predictably disastrous results for viewers sitting there wondering what the deal is with that for the entire rest of the movie, and they never really give you any more action than that with his character. They just say "he was going to overthrow the government" or something. Too vague.)

    The really intelligent sister character was basically a Mary Sue, I liked her character but where was her backstory, how did she get so smart, where was she educated and what are her goals and ambitions? They don't say a word about it, she's just kinda always amazing and doing amazing things without any humanizing flaws or realistic challenges other than what her brother is experiencing. A little bit of a flat character there.

    T'Challa himself was intro'd with very little background himself, you know virtually nothing about him other than that he loves a woman and can't behave properly around her. Which they then abandon as a plotline as well, never to return to that particular character quirk.

    So many interesting ideas that are basically just abandoned for no reason other than to put more action/fight sequences with rapid cuts that don't really do much to satisfy the viewer. (There was absolutely nothing positively memorable at all about the action scenes, but a lot of goofy stuff does come to mind.)

    Overall, worth seeing but not the best of the Marvel films.

  • Red Dead Redemption 2

    • FMPONE
    • February 21, 2018 at 10:29 PM
    Quote from [HP]

    On 2/2/2018 at 1:38 PM, [HP] said:

    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/750001bd09b2452ef0d01fab0965ff76d63c535c.jpg]

    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/5b5313332394d20cd7c3c91987529d9dd15a242e.jpg]

    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/e3a3d6587f5e7b6475954d6bcd5bd713232556ab.jpg]


    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/6cff08109cc9096e816240f6b154f725f4fd17de.jpg]


    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/49c7d29293f89dfef95969fde62f5c27e7cc780c.jpg]


    [Blocked Image: https://media.rockstargames.com/rockstargames-newsite/uploads/cfb666840877705bcb1d4c35e171c43431d3f3f0.jpg]

    Display More

    Getting very close to photorealistic with these.

  • GRAND PRIZE WINNERS Declared!

    • FMPONE
    • February 19, 2018 at 4:47 AM

    At Mapcore, we believe in empowering the mapping community.

    We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers!


    It is now our privilege and honor to declare 4 Grand Finalist Maps.

    4th Place

    Kaizen

    by Andre Valera, & Jakuza

    Prizes:

    Mapcore Spotlight

    Eternal Bragging Rights

    Added to Mapcore's FACEIT Hub

    Special Valve Prize

    $500!


    Steam Workshop:

    https://steamcommunity.com/sharedfiles/fi…/?id=1216362919


    3rd Place

    Studio

    by ZelZStorm, TanookiSuit3, & Hollandje

    Prizes:

    Mapcore Spotlight

    Eternal Bragging Rights

    Added to Mapcore's FACEIT Hub

    Special Valve Prize

    $1,500!


    Steam Workshop:

    https://steamcommunity.com/sharedfiles/fi…/?id=1204635926


    2nd Place

    Abbey

    by Lizard, & thewhaleman

    Prizes:

    Mapcore Spotlight

    Eternal Bragging Rights

    Added to Mapcore's FACEIT Hub

    Special Valve Prize

    $3,000!


    Steam Workshop:

    https://steamcommunity.com/sharedfiles/fi…/?id=1215935299


    GRAND PRIZE WINNER

    Biome

    by jd40

    Prizes:

    Mapcore Spotlight

    Eternal Bragging Rights

    Added to Mapcore's FACEIT Hub

    Special Valve Prize

    $5,000!


    Steam Workshop:

    https://steamcommunity.com/sharedfiles/fi…/?id=1224923995


    ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool.


    Last but not least, THANK YOU for making this another special 'Core event!


    "May Hurg guide you..."


  • What have you watched recently?

    • FMPONE
    • February 18, 2018 at 7:12 AM

    My gf got me hooked on Celebrity Big Brother. I'm not even ashamed anymore, just inject this shit directly into my femoral artery, fam.

  • Routine

    • FMPONE
    • February 15, 2018 at 8:26 PM
    Quote from blackdog

    On 2/3/2018 at 5:25 PM, blackdog said: For those wondering, it's still in development

    https://waypoint.vice.com/en_us/article/…rce=wptwitterus

    Good news I guess? Doesn't seem like they have much to report. Pulling for them!

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