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  3. jakuza

Posts by jakuza

  • [WIP] de_meat [Looking for gameplay feedback]

    • jakuza
    • November 22, 2015 at 2:09 AM

    If you want a ramp to look correct, you have to justify it being there. In this case, it's so steep that it becomes implausible. If you're set on using a ramp, look up how and why ramps are used instead of stairs.

    That slope certainly looks cool, but abstract shapes don't cut it for believable levels nowadays.

  • Favorite map in any game

    • jakuza
    • November 20, 2015 at 2:55 AM

    Easy question:

    [Blocked Image: http://vignette3.wikia.nocookie.net/half-life/images/9/94/Cliffs_HECU.jpg/revision/latest?cb=20100217235049&path-prefix=en]

    Incredibly effective level, blew my mind as a kid.

  • [WIP] De_Dynasty

    • jakuza
    • November 1, 2015 at 5:44 AM

    Hmm, I feel like you've got a lot of really cool complex geometry but your lighting doesn't highlight any of it, so everything feels 2-dimensional. I think the map absolutely works with the clean style and a gray rainy day, and it's got a weirdly soothing color palette. At the same time though I can't help but feel it doesn't look as good as it could with some more contrast.

    I think you probably struck the best compromise in that underground furnace area. The furnaces are bright enough to provide a focus, but not so bright they destroy the relaxed vibe.

    Nice work!

  • de_royal (previously de_street)

    • jakuza
    • September 6, 2015 at 5:43 PM
    Quote from P1g3oN

    I don't know if this tutorial is made by you but: https://www.youtube.com/watch?v=f2SHEJcStEc Your map has no callouts. I Know it's not a big thing but it's hard to know where people are when your calls are left, right, there, up. Also the birds are annoying. I always think they are flashbangs or something. Maybe it's just me

    Callouts are in now, thanks.

    Quote from FMPONE

    Hey!

    So gameplay wise I have very little in the way of criticism. Map played extremely well. I'm going to write up some aesthetic critiques here because I think the map needs more help in that department.

    feedback album

    http://imgur.com/NAZRmCy,wrOcdp…VUeay,5gTRGAT#0

    ***on 18 I meant bottom RIGHT, not bottom left

    Thanks! I see I've got my work cut out for me.

    Quote from Vaya

    https://www.dropbox.com/s/l3eo89e8kyznxqg/royal refs.zip?dl=0

    Dropbox link of 100+ references- I took these this morning and the sun/shadow wrecked a couple of them. Hopefully you find some use in these...

    Thanks man. These are great, but I think I kinda shot myself in the foot setting this map in the winter...

    Quote from Adam108CZ

    Lets start with that I really like this map, i playtested it yesterday, the layout seems interesting, but in terms of gameplay i find the layout a bit untweaked...

    I know taht now is too late to make any layout changes, but i will post my criticism anyway

    There are too many pathways to A site and there also too many cornes to hide, if CTs/Ts are well setup, it is really hard to re/take the bombsite. So I would simplify the corridors behind A to be more easily checked by the other team.

    The second thing i would do to simplify the map is moving the CT spawn behind A. It has many benefits. Firstly, you can remove the area of current CTs spawn, but more importantly, you can straighten the connector from lower mid to A because both teams will get there at the same time like now. This connector will then aslo become more attractive during rotations B > A and vice versa. The third benefit I see is taht long A (especially the upper part) will become more used by both teams, because it won't by so far away from other parts of the map. Of course, if you move the CT spawn, you have to move the T spawn, too. I would move it as I painted in the overview (maybe a bit further to A long) - CTs and Ts would still get to B as now and because the CT spawn is closer to the long, T spawn should by pushed further, too. I don't know how much would these changes affect timings on mid, I hope that not much, but it's possible, that some changes in pathways from spawns to mid would be needed to current timing be preserved.

    These changes make a lot of sense. You're right, I'm too scared to change the map this much for the contest, but I will want to try these out afterwards.

  • [WIP] de_coast

    • jakuza
    • September 5, 2015 at 7:53 PM

    Hey, I checked out the map today. It looks fantastic, and I couldn't honestly find much to crit, but here they are anyways: http://imgur.com/a/fvAzp

    I also saw the water in the 3d sky break a few times, but I think it's a source problem.

  • de_royal (previously de_street)

    • jakuza
    • September 5, 2015 at 6:44 PM

    Thanks guys for feedback. I just updated with a clipping pass and a few changes at B.

    I don't know what to do about the fence atm, I haven't seen anyone use it in-game yet. I should make it unboostable though. I probably should also do something with the snow at B, since I see a lot of people trying to jump up there, but the idea was that the snowfall on the street had been piled there. I made some blend textures to put snow on the roofs, but I haven't figured out a way to make it look good yet.

    Oh yeah and the bar needs clipping work as well, true true.

  • de_royal (previously de_street)

    • jakuza
    • September 2, 2015 at 11:16 PM

    Thanks Mark, good stuff! Working on those now.

  • [WIP] DE_COPPER

    • jakuza
    • September 2, 2015 at 5:39 AM

    Hey,

    The amount of custom content in this is really amazing. Serious props to you for getting it all done in time and making it look so good.

    I was just wondering why the new screenshots look so washed-out compared to the earlier stuff. Color correction or did you change the materials?

    Anyways, awesome work!

  • de_royal (previously de_street)

    • jakuza
    • August 29, 2015 at 6:18 PM
    Quote from Radu

    Add some warm lights to guide the player and highlight key areas.

    Quote from Mark C.

    I agree with Radu. The current state of the theme gives you a lot of scope to use lighting and perhaps coloured models to guide the player and add interest.

    I love how it looks as is but I believe it could be even better with some additions and alterations.

    Got it. Working on that now. The shopfront models I made are colorable, but I didn't want to go too crazy on them.

    Quote from Vaya

    you need a lot less cobblestone walls to look like edinburgh (unless you're going for the 'edinburgh 200 years ago look'

    Thanks for the tip. I replaced the main one with bricks and it works much better.

    Quote from El Moroes

    Oh, another map in Scotland

    Sorry about that. I honestly didn't remember Highlands until it was too late. I don't think people will confuse them anyways, since Highlands is so much better looking.

  • [WIP] de_alps

    • jakuza
    • August 28, 2015 at 7:36 PM

    I'm out on a limb here, but if you've got any physics props dropping onto power 4 displacements when the map loads, that might cause a crash that wouldn't show up on compile.

    It'd be a huge shame to give up so close to the finish line.

  • de_royal (previously de_street)

    • jakuza
    • August 28, 2015 at 6:59 AM

    Okay, the new name is royal. Here are screenshots of the new version with more little details. I also made the map a little more sunny and added sounds.

    PS I also made B 100% more dangerous, the police cars flash and there are deadly explosives wired to the yellow car.

    Pictures

    Quote

    [Blocked Image: http://i.imgur.com/7B5cXGC.jpg]

    [Blocked Image: http://i.imgur.com/5cpCSR3.jpg]

    [Blocked Image: http://i.imgur.com/2z6v9jw.jpg]

  • de_royal (previously de_street)

    • jakuza
    • August 24, 2015 at 5:08 PM

    Oh yeah, hehe, I've been brainstorming. Here are a few:

    -de_royal (after the royal mile)

    -de_shops

    -de_neeps

    -de_haggis

    -de_snowmelt (or just melt if that's not too vague)

  • de_royal (previously de_street)

    • jakuza
    • August 24, 2015 at 6:23 AM

    Updating the map. It's mostly detailed, and the layout changed a little too.

    Todo:

    -soundscapes

    -skybox

    -clipping

    -replacing brush crates

    -more ground detail

    -improve player readability/ change environment and cc settings

    Hoping to finish in time...


    Some pictures:

    Quote

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

    [Blocked Image: http://i.imgur.com/mcGmWf4.jpg]

    [Blocked Image: http://i.imgur.com/ks1ktew.jpg][Blocked Image: http://i.imgur.com/ly7fQfh.jpg]

    [Blocked Image: http://i.imgur.com/iNA79QH.jpg]

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

    [Blocked Image: http://i.imgur.com/5DrcArA.png]

    Display More

    More on imgur: http://imgur.com/a/ykbiR


    Thanks everyone for feedback. The playtest was very helpful.


    Edit: Just updated on the workshop, link in first post

  • cs_shichang

    • jakuza
    • August 20, 2015 at 7:15 PM

    That's way better yeah. The backlit signs fit a lot better now, they popped a little too much before, but now they blend.

    Did you tweak the sun angle? I think that it would look the best with direct lighting above street level on the buildings, and ambient below, to increase that dense urban feel you've got going. It looks like that might be what you're aiming for already.

    Also, more mood lighting. That last screen is looking really good, but the middle one still looks kind of uniform. It's probably also hard to get your entire scene lit without much ambient light though.

    That's my take anyway. Good luck man.

  • [WIP] ins_Takbar

    • jakuza
    • July 13, 2015 at 1:32 AM

    Looking really good. Could you post an overview? I'm curious where that huge open area in the 1st screenshot fits in.

  • MapCore CS:GO Playtesting 4.0

    • jakuza
    • July 5, 2015 at 12:10 AM

    Hey, could I get the demo for de_street from the playtest on the 2nd? It completely slipped my mind.

  • de_royal (previously de_street)

    • jakuza
    • June 22, 2015 at 5:28 PM

    Okay, I finally have a new layout. Timings are better, and rotations are maybe still a little bit funky. I would really appreciate any feedback because I made a lot of changes since the last version, hopefully for the better.


    Thanks.


    Edit: Updated on workshop

  • de_royal (previously de_street)

    • jakuza
    • June 3, 2015 at 12:03 AM

    Yeah, lots of problems at this point, working on a new greybox currently. Thanks for checking it out!

  • [WIP] de_orion

    • jakuza
    • June 2, 2015 at 9:59 AM

    I'm only commenting on the aesthetic, but it feels like two different maps at some points. I think if you're gonna go for that kind of contrast between high tech and overgrown, you should focus on blending them together more organically for future versions, because they really clash at the moment.

    Also, I would scale back on the orange. I think it would work much better as a highlight than as one of your two main colors.

    I think it's on the right track thematically, and it looks like a lot of fun to play. Good luck!

  • de_royal (previously de_street)

    • jakuza
    • June 2, 2015 at 12:40 AM

    album: http://imgur.com/a/ykbiR

    Workshop link: de_royal

    Thanks and good luck!

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