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Posts by kinggambit

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • July 16, 2016 at 3:12 PM

    hoping to finish this map up for next operation's deadline. Doubt I'll cut it seeing how unpolished it is but would appreciate feedback on what can improve the map:

    [Blocked Image: http://i.imgur.com/CRFQ9wM.jpg]

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

    [Blocked Image: http://i.imgur.com/e1QnGKD.jpg]

    [Blocked Image: http://i.imgur.com/BPjI6da.jpg]

    Album of more screenshots

  • The random model thread!

    • kinggambit
    • June 10, 2016 at 12:13 PM

    Made a low poly f1 car for csgo. Anyone know why $blendtintbybasealpha 1 leaves the tints desaturated? (sedans are from Valve's hr_nuke for comparison)

    [Blocked Image: http://i.imgur.com/spxGf5V.jpg]

  • [WIP] de_Momentum (CSGO)

    • kinggambit
    • April 6, 2016 at 3:55 AM
    Quote from Aztk

    On 3/29/2016 at 0:49 AM, Aztk said: That B-long thing looks horrible on the radar, too much deadspace there imo.

    And also your map has a lot of (probably unwanted) sightlines:

    Demo bug wont let me view most of the playtest so I appreciate the feedback.

    Will definitely tighten that b long route and some of the line-of-sights. I'm sorta going for a similar style to cs_workout and de_resort so I want to keep some of the long-range engagement areas.

  • MapCore CS:GO Playtesting 4.0

    • kinggambit
    • March 29, 2016 at 12:37 AM

    As much as I enjoy my CSGO-custom-map-maptest-community drama, Less bicker. Moar mapping! /emoticons/[email protected] 2x" title=":D" width="15">

    Also, RZL, would 28/3/2016 be okay? Looks like an open slot if map is acceptable. I'm okay with whatever's open though. Thanks!

  • [WIP] de_Momentum (CSGO)

    • kinggambit
    • March 29, 2016 at 12:25 AM

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=655062003

    Version: a3 (6/29/16)

    Screenshots:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/490146591478241065/C80148DADE79FC0410F4CD6493D6C6F390248FC4/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/490146591478241311/16049A9F1E816782485772796EB64B44BDA1918E/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/490146591478248812/2C662E6FA890C76DC83CD002D6A4B1E9AB553C2C/]

  • Overwatch

    • kinggambit
    • March 28, 2016 at 11:56 PM
    Quote from FMPONE

    43 minutes ago, FMPONE said: make modular assets and release an editor. Whatever investment in time and hassle that is, should be definitely dwarfed at this point by the mountains of evidence that says UGC works

    For a game with maps as diversely stylized as Overwatch though, hard to imagine a studio would recreate an entire library from scratch solely for the community. Guessing they'd have to release different sets too like scifi theme, urban theme, etc. so it's not just too generic.

    An editor would be nice regardless though! Still have plans for a TF2 payload map I never got to try out.

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • March 11, 2016 at 6:52 AM

    Pretty much finished my submission for KZ-Climb's water-themed mapping contest today. Lots of inspiration from Mirror's Edge:

    [Blocked Image: https://cdn.discordapp.com/attachments/111951182947258368/157738167359897601/kz_cascade0000.jpg]


    Not as pretty and a bit too strong of a contrast I think. Any feedback would be appreciated! Trying to prioritize performance since kz'ers appreciate smooth gameplay over aesthetics; big open map + night time environment + source engine was not smart planning...

  • [Tutorial] Make your own skybox for CS:GO

    • kinggambit
    • February 26, 2016 at 4:04 AM

    Just what I needed! Thanks! Does anyone know if there's a free alternative to Terragen? I'm testing out TG's trial and it seems great! Definitely will purchase in the future.

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • kinggambit
    • February 20, 2016 at 7:58 PM

    wait, so all we have to do is add those -staticproplighting and -StaticPropSampleScale #[/b] [/b]parameters to our fast compile setting and it's all gravy? :D Was sitting here for 30 minutes on a hdr compile. Good thing I came across this post!

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • February 11, 2016 at 4:24 PM

    Rough build still for a map for a kz competition I'm working on. Trying to get a minimalistic metropolis sorta like Mirror's Edge. Forgive the horrible lighting; had to increase lightmap since the map's so big, just to get vvis not to crash on compile.

    [Blocked Image: http://i.imgur.com/N01jjSJ.jpg]

  • Viable lighting for night environment for Source?

    • kinggambit
    • January 27, 2016 at 9:33 AM

    For a while I've tested night environments or overcast skies and a lot of people suggested Source engine just doesn't look as good without shadows from the environment.

    I agree with them but I'm hoping to give it another try for a small project right now for a kz climbing map for CSGO and was wondering if anyone found much success with it.

    I'm hoping to achieve a sci-fi metropolis like "Mirror's Edge/Deus Ex" but with an night-time atmosphere i.e.

    [Blocked Image: http://i.kinja-img.com/gawker-media/image/upload/s--M_nWkkoP--/c_scale,fl_progressive,q_80,w_800/apa35byi4kfxzvghqys8.jpg]

    [Blocked Image: http://vignette3.wikia.nocookie.net/mirrorsedge/images/e/ec/Shard_City_Night.jpg/revision/latest?cb=20110804131857]

    Quick test map. Forgive the awful lighting. I've been tinkering around with blending values but it's hard to tell if I could achieve decent results from just a rough sketch w/o textures and details and selfillum+HDR:

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

  • [WIP] De_Dynasty

    • kinggambit
    • November 1, 2015 at 2:30 AM

    Sorry but shameless bump before next operation deadline on Nov 9.

    I'm looking to polish up the map that last 10% of making the map look better but have no idea how. I'd greatly appreciate some feedback!

    Here's the workshop link for screenshots: http://steamcommunity.com/sharedfiles/fi…s/?id=545743980

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • October 26, 2015 at 1:02 AM
    Quote from Rusk

    Hi, here is my WIP level made in CryENGINE 2 Sandbox, (Crysis 1). I'm really close to finishing it, but it's still a WIP so any suggestion will be more than welcome.

    Looks gorgeous!

    Never tried cyengine; does the snow automatically get placed on the top of the static meshs?

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • October 20, 2015 at 1:38 PM
    Quote from mr.P

    been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?

    Yeah, it was my first final compile with HDR. A lot more lighting issues than I thought. I have some lighting tweaks to do (and add CC!)

    Wooh! Thanks for the solid feedback! Lots of good ideas. Excited to get as many of those ideas into my map.


    Quote from tomm

    +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.

    There's quite a lot of Korean temples and palaces that have bodies of water i.e. [Blocked Image: http://english.triptokorea.com/english/UserFi…sa%20Temple.jpg]

    [Blocked Image: https://upload.wikimedia.org/wikipedia/comm…oreangarden.jpg]

    It's hard to say though. I'm admittedly ignorant and did research as I went along. There's some distinct differences I've found but there's a lot of similarities as well.

    I want to try the rock garden at mid but korean gardens dont have that "zen garden in a box" style as japan's

    (granted, lack of planning forced my layout at mid to be rectangular and less naturally shaped)

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • October 19, 2015 at 8:43 PM

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_10/2015-10-14_00003.jpg.24063b5bb639318aef506b5bae7c5112.jpg]

    [Blocked Image: https://d.gr-assets.com/hostedimages/1388806345ra/7933954.gif]

    Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:

    [Blocked Image: http://i.imgur.com/6lwirDg.jpg][Blocked Image: http://i.imgur.com/8yywCUT.jpg]

    Areas I'm not as proud of at the moment:

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

    [Blocked Image: http://i.imgur.com/8sq2ppr.jpg]

    [Blocked Image: http://i.imgur.com/f2Lq6Ko.jpg]

  • The random model thread!

    • kinggambit
    • September 25, 2015 at 12:54 PM
    Quote from leplubodeslapin

    Goddamn gorgeous! Polycount/texture size? I need to push myself to make more detailed assets like that!

  • What's going on with your life?

    • kinggambit
    • September 25, 2015 at 12:45 PM
    Quote from jackophant

    Now to find somewhere we can afford...

    Quote from Beck

    I'm kind of looking to buy too.

    What I'm imagining in my head:

    [Blocked Image: http://i.imgur.com/3ErcDSe.png]

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • September 19, 2015 at 1:38 AM
    Quote from Feral_

    Snab, Cruptor and I are making another Hunger Games map for CSGO. Requesting feedback for improvement.

    Ayyy! I played on HG servers a few times a while back. Glad to see the community is still alive and kicking. Is the setting going to be nighttime or lit like the skybox?

  • [WIP] DE_BOURG

    • kinggambit
    • September 5, 2015 at 1:29 AM
    Quote from Vaya

    - the glass window on mid makes for awkward fights. It soaks up damage and should really be changed

    The damage soak is forgivable IMO but it was more about the bullet impact decals and particles obscuring vision for me, especially at long-range engagements across mid. I actually liked the creativity of allowing engagements but forcing players to run around to adjust timing but I could see how it'd be frustrating in a competitive setting.

    Someone suggested making the map a bit brighter; maybe it might mitigate the visibilty issue for that glass?

    Gameplay-wise, everything felt fine. The outside bombsite had a really accessible choke for CT's (just smoke it off then you have access into the back of the mid-T area) but then again, it could just be the meta for the map.

    Good luck! We need more sunset/sunrise maps!

  • de_royal (previously de_street)

    • kinggambit
    • September 5, 2015 at 1:12 AM

    There's quite a lot of clipping issues but those will get polished up I'm assuming.

    hard to make any criticisms, especially with that small 4v5 playtest, so the only thing I could find was that fence texture at B. You can see through the transparent parts of it and also see player place markers (you can also boost over onto the fence):

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

    Map played out pretty nicely but I forgot to test out T's mid to A route. Seems like mid CT's couldn't really contest that route. Other than that, couldn't find much faults other than that bar room at B being a bit clunky near the windows.


    Good luck!

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