Guys please, give me some space, please. This is all geting a bit much for me, so I nominated FMpone to take over project lead. PM him if you want to join team OK?
Posts by text_fish
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I need to create a team of roughly ten mappers and artists to create the best cs:go map ever, based off on this reference image:
[Blocked Image: https://images-ext-1.discordapp.net/external/KzJosAhddRlkDo5KHs8pXd6hhLGMzdeL7Q8dn1PmySI/https/i.imgur.com/O8ThKb2.jpg?width=677&height=670]
The map will be combining hostage rescue with the demolition mode. It will feature 20 bombsites, and every building will have a hostage inside apart from the cathedral. CT will have to take hostages to cathedral for rescue and T's will have to drive boat to island and plant at one of the 20 bombsites.
I think this idea is good because it's cool. It will definitely get in an operation. I emailed CS:GO dev team and they did not disagree.
I can't offer anybody any money, but full credit will be given in notepad documentation included in with map zip. I will take role of ideas man in this project, partly because I have a lot of ideas for bombsites (20, to be precise).
Can you all help?
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Good playtest! This map looks pretty hot already, so I look forward to seeing it develop.
I think it would be good to pull T spawn back closer to the stage so that CT can take a bit more early ground in lobby. There's generally pretty good connectivity between all the routes when you get to know it, so T will be able to respond well wherever CT push, but it'll reduce the amount of "stale-mating" we had tonight.
You could also do with spreading the hostages a bit further apart I think, that way if there's only one T left they may choose to go an guard the rescue zone rather than try to watch two hossies. This just increases the amount of strats for people to think about.
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Your English has been faultless so far.
Is that a quick compile, because some of the shadows seem odd? Also, the railings in shot 3 look like they have glass in or something? Are they a texture or a model?
I think maybe you have too many interior roof/ceiling beams, otherwise really good progress as usual.

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Did GuardiaN say his mum died last night? I was only half paying attention and nobody seems to have mentioned it since but he looked really sad!

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OH! Haha, I was looking for Sutro Tower. Yeah I guess I can just about make out the Transamerica Pyramid, now that you point it out. Wouldn't hurt to paint a big red circle around it on the skybox though.

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Quote from Muffin
I'm sorry if I confused you, I just meant that if you don't think he's going to get a layout for training, just tell him, "I'm sorry but normally we would not supply a layout unless the map came out very good." And not "No, you are an amateur and we will not give you a a layout because we know for sure you are not going to make a good map"
I think you must have missed the bit where we asked whether he could show us previous work. He then said himself that he simply wanted something to practice on, and we advised him of a better solution.
Honestly, Mapcore is the most friendly and nurturing mapping forum I've ever read so you've got to look pretty hard to find somebody being outright rude or impolite, and you seem to have a us under a microscope!
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Quote from Squad
Is this like one of those magic eye things? I was never any good at those.

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Grats on the release Will, I'll try it tonight. It's always fun to see a CS_ map in amongst all the DE_'s!
Quote from onebitplayers notice minute errors subconsciously and reminds them it isn't real, counteracting the purpose of video games.
Honestly, I have to disagree with this. Onebit I think the feedback you've been giving lately is really impressive and very helpful, but some of it is stuff that only mappers notice (I spot things like this in Valve maps all the time, but only because my brain has a good understanding of how a map is put together in the first place). Other players are too busy doing shooty-bang-bang's to notice if a flowerpot is floating half a unit off the ground. Ultimately, the more bogged down a mapper gets in tiny details like that the less time he's going to have to sort out bigger issues or move on to another project. I've known so many mappers (myself included) who've gone for years without releasing anything because they spent too long worrying about flaws that maybe 1% of their audience would notice. Again I should stress that I think your recent screenshot splurges have been really helpful (especially clipping and other gameplay related issues), but I am concerned that you may become one of those mappers who's never satisfied enough to declare anything finished, and that would be a shame for everybody!
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Well, it is a pretty big favour to ask a bunch of strangers. I'm not surprised he got turned down and I don't think there's anything wrong with the manner in which we did it -- on the contrary, we offered alternative and constructive solutions/explanations.
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What you've posted there already looks fantastic tbh! Great work on those pillar bases if that's all brushwork in the last two shots.
The only bad thing about the very last shot is the doors with broken UV maps, but that's Valve's fuckup!Wallworm is probably the most streamlined workflow solution and from what I've seen it's very versatile, but it does require you to be quite proficient in 3DMax, which I sadly am not. Cannonfodder's tool is a pretty good starting point if you're good with brushwork, but there's only so far you can go with the details so you'll feel very limited if that's all you use.
Personally I use Blender to create props because the interface just clicks well with me, but it's not at all streamlined and it lacks a lot of features that you get with professional (read: expensive/stolen) 3D tools -- I generally build some simple guide brushwork in hammer then use a VMF to SMD converter to import that in to Blender and build around that. Then I use the Blender SMD plugin to export from Blender and then StudioCompiler to import it to Source/Hammer! For the 2D stuff I use photoshop and VTFedit.
Ultimately the best thing to do is read up on various methods on the VDC and decide which suits you best. If you can get your head round 3Dmax that's probably the most futureproof option.
Edit: Also, welcome to Mapcore!
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Quote from Shrekmann
I'm sorry to say this is one of my first maps. I haven't published any maps with the new knowledge I have found. I watched a lot of videos and talked to some people such as 3kliks and they helped me learn how to make better maps with better brushwork and such. It would be very helpful if I could get a solid layout, because I feel my maps even with good aesthetics will suffer in gameplay without a well working layout. I thought a more experienced member of the community would be willing to pass down an old layout or any good layout that you would like to see tried in a map, and it would be such a help. Thanks
Nobody's likely to give you a decent layout for training purposes. You shouldn't expect your first few maps to be massively successful anyway as there's a lot to learn so if I were you I'd design a simple arms race map or something.
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Hi Shreymann, do you have a portfolio of your previous work you can show us?
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Hey Tomato, here are my thoughts in more detail with annotations on the overview. Hope it helps.
[Blocked Image: http://i.imgur.com/NE0v9rh.png]
1) Simpler route to T balcony. Play with timings so that CT and T can still have cool fights in the room at the top, as they do currently.2)Safe route in to sewers, as long as CT don't push mid.3)Pull this back so if sniper wants to remain fairly covered they can't watch whole bombsite -- only T balcony.4)Bring bombsite B out in to the middle to make it more interesting to take and defend.5)Consider sinking this area to make a sort of pit that bombsite defenders can hold. This will also mean CT's watching the Dome approach with an AWP have to be semi-open.6)Everything here is too narrow and fiddly. Consider widening the stairs at the very least.7)This is an extended part of T balcony with some visibility over bombsite A and sewers. The two brown lines are incredibly well drawn and realistic planks connecting the two parts of T balcony, but you could just as well make it all the same balcony and have a tunnel leading down to sewer (see 2).8)As with 6, this whole route feels far too narrow. Widen hallways and maybe choose a less cluttered theme.
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Man. I can't even imagine the amount of mod/game start-ups that are going to appear as soon as Source 2 gets released. If even a 10th of them are any good there's going to be plenty of work for aspiring mappers.
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Logically, if they can port the game over it will be possible to port maps over.
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I was joking with the link, it was just a random local path i mentioned. Here is the real link: https://drive.google.com/folderview?id=…bDdOMnVGMXBMVG8
Aha! Lol, thanks 'RZL.
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Many thanks again to everyone who helped test my map tonight. It's invaluable to have a few real people running around in it and I've taken a lot of good notes. 'RZL, you mentioned where to get the demo in text chat at the end of the test but I'm a doofus so I didn't note that bit down! Could you remind me please? Tomato, I think de_east has some spots with a lot of potential, but overall the layout needs to be simplified a lot as there are loads of tight little connecting paths to go through before the action's even begun. The best part of the map by far (and I think nearly everyone really liked it!) was the sight-line between two balcony's through a middle one near the sewer bombsite, but because your map has too many routes people don't get to use it enough. I would extend the T balcony towards sewers so that T can use it to peak the sewer bombsite to make it a more advantageous route to take, and remove the path through the lower sewers (and the bit with all the bottles on the wall) so as not to split the team up so much. If you post an overview I'd be happy to scribble all over it to better describe what I mean. The other bombsite should be moved to a more central position in the large open area so that daring T's can rush it through dome and CT's can defend from behind it, as it felt a bit redundant stuck in the corner.