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  3. kinggambit

Posts by kinggambit

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • September 21, 2014 at 4:45 PM
    Quote from Single

    I'm working on an arms race map for CS:GO, set at a sunny beach-side skate park.


    [Blocked Image: https://38.media.tumblr.com/2ded8f715db211…b1gvo2_1280.jpg]


    [Blocked Image: https://33.media.tumblr.com/98d35498cf317d…b1gvo3_1280.jpg]


    I'm relatively happy with the layout, but I'm still not sure about how it looks, so any feedback you have is appreciated. There are a couple more pictures here.

    Display More


    Needs func_vehicle with skateboards!

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • September 20, 2014 at 10:31 AM

    Here's some pics for my WiP for Prophet, an Insurgency map. I could definitely use some tips on aesthetics (mainly the textures. I'm still planning on doing the art pass for the details) so please feel free to give some feedback! (excuse some of the poor lighting on the assets):


    [Blocked Image: http://i.imgur.com/EXIyZ4p.jpg]

    [Blocked Image: http://i.imgur.com/H8R6e2D.jpg]

    Some more pics: http://imgur.com/a/3aHWh#7

  • MapCore CS:GO Playtesting 4.0

    • kinggambit
    • September 10, 2014 at 12:40 AM

    Textfish's map:


    Lay out was great. Didn't see any big issues. Easy flanks and good map control for CT's though (not a bad thing), but I noticed flanks were really easy as CT's. Might just be a result of the small map.


    -Window room at B (seems too strong of a position to guard site from since you can safely hide there and it's really inaccessible). Also, the ledge that peaks into T spawn felt too strong; there's a lot of open space to quickly catch T's off guard. That area seemed CT-sided already with the 3-way chokepoint for CT's.


    Some areas could use some cleaning up IMO:

    -mid bridge windows camouflage players inside but it's easy to spot players from the bridge.

    -B's staircase/wooden platform has holes in it (you can spot T's pushing out from the lower sewer route very easily.

    -A few props you can jump on to get from that upper B route down into T spawn (the metal window bars). I actually liked this but if it's intentional, make it more obvious to players.


    Gooby's map:


    seemed like there was too much access for T's (6 routes IIRC?) Bomb sites could be redesigned to make them a bit more fun to play in (too small and too empty which makes it really hard for bomb defenders to zone out enemies and fend them off).


    Other than that, I liked it! I liked the mid platform for T's and CT's. I liked the long B route. Someone mentioned adding cover so you can't see into T spawn from the pier area.

  • MapCore CS:GO Playtesting 4.0

    • kinggambit
    • August 26, 2014 at 9:06 PM

    Feedback for de_decline:


    • Main issue is that there's 6 "safe" routes for T's, 3 per site. 5 defenders will not be able to guard all the routes. IMO, that secluded route into A is unnecessary. You can actually boost up into window which suffices as a "3rd" route" into the site.
    • Another big part of this T-sided issue is that mid felt really easy for T's to take control of (and they're right next to both sites) and gave too much map control. All you have to do is smoke off the CT-side of mid and you have a fast-pass access ready into both sites.
    • I agree that the map would benefit from being bigger, but it's not a priority compared to the balance issue. Timing is a big element for competitive players. With such a small map, you have to consider the notion that CT's have a huge advantage retaking sites. I don't see the bomb ever detonating and CT's have a lot of leeway to clear a bombsite. Also, fights inside site get really claustrophobic.
    • You said you were designing the map for competitive play; Just my opinion but I really suggest you try to use cleaner prop models (by clean i mean, no little cracks you can peak through, no collision clipping issues). Most competitive players do not like it when railings absorb damage (i.e. some awpshot penetrates the metal bar and only does half damage to an opponent who should've died).

    Cache is a great map to use as a reference if you want to see how to design a competitive map while preserving aesthetics.


    Your map had some really good ideas! I liked that window room at A (boosting allows for dynamic play), diverse heights, and I actually enjoy the fast-paced feeling (reminds me of gwalior).

  • MapCore CS:GO Playtesting 4.0

    • kinggambit
    • August 21, 2014 at 10:26 PM

    Just some stuff I noticed for smileytopin's map:


    • That house at long A wasn't really used. CT's are in poor position if they move down from A site into long A.
    • Mid way too CT-sided. Lots of vantage points (catwalk, that hallway, and the mid alley) to just watch the T stairs. Consequently, smokes from T side didn't really help. Even if you threw smoke close up just so you could sneak through into the upper B route, CT's can easily push up mid for a flank. Maybe get rid of the catwalk?
    • upper B and lower B route could use some extra width. Chokes are way too tight.
    • upper B route's elevated platform was too high and not used much (timing issue for CT's and irrelevant position for T's since CT's are better off defending B from inside the site
    • The foliage platform at B needs to be lowered IMO. The plants create some unfair visibility issues (hard to see through plants).
    • Both sites have some really strong bomb plant positions; you can guard bomb at B from behind B door's entrance, inside the CT spawn-to-B door, and the cubby right down lower B's ramp.
  • Suggestions for graphics card?

    • kinggambit
    • August 3, 2014 at 12:45 AM

    Currently I use a Quadro K600 which does its job (somewhat) for my paltry work in Hammer and 3ds max. However, Unreal Engine 4, even with performance tweaks, runs unbearably slow when dealing with a typical level.


    From what I've read online, I guess it's just a matter of updating the hardware to keep up with the software.


    Not really tech-savvy about the life-cycles of graphics cards but I was wondering if anyone knew of any modestly priced cards which can handle the newer engines. Probably not going to buy one until later this year but it's good to plan.

  • Counter-Strike: Global Offensive

    • kinggambit
    • July 2, 2014 at 6:58 AM

    Shame that it was only 6 maps instead of 8. There were quite a lot of other really good maps that I thought would make it in. There's always next time I guess


    Now if you'll excuse me, I gotta play me some cache on MM!

  • [CSGO] cs_sportscentre

    • kinggambit
    • June 28, 2014 at 8:40 AM

    Can't you just select everything at roof-level and hide them as a visgroup (then do a fast compile for a roofless top-down view)? Seems like a faster option than hand painting everything in.


    Looking good! Can't wait to try it out!


    EDIT: my suggestions are either cs_colosseo (italian for colloseum) or CS_xXx_BATTLEPLEX_2014_xXx

  • Summer 2014 Steam Sale is Live

    • kinggambit
    • June 23, 2014 at 12:28 AM

    anyone know of any games on sale that have good or creative environment art direction? I don't mean impressive visual fidelity but just games that have a unique feel to the environments. So hard to pick out games in the summer sale!

  • Source Skybox Texture Pack (403mb)

    • kinggambit
    • June 22, 2014 at 10:48 PM

    daaayam reminds me of de_reef's skybox! Congratz on publishing your map btw! Hope it wasn't too late to get into the next operation!

  • What I'm Working On

    • kinggambit
    • June 6, 2014 at 7:08 AM

    Next CSGO map pack: Operation FMPONE...


    From the screenshots, it looks like the maps have their assets and details created already; did you already block out the layouts? Planning on changing any of season? (noticed pit at B was missing)


    haven't been able to attend the play tests recently but I gotta try out the new season!

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • June 1, 2014 at 5:16 AM
    Quote from FMPONE

    Been working on this while I polish Crown, it's based on a piece of concept art by Jonas De Ro. He was nice enough to approve:


    [Blocked Image: http://theroundtablet.com/wp-content/uploads/2011/07/oaks-crossing.jpg]

    [Blocked Image: http://i.imgur.com/3ymPkBY.jpg]


    This is probably gonna be a solo project.

    Display More

    Are you postponing/scrapping that bridge map you were testing out a while back?

  • [CS:GO] de_acceleration

    • kinggambit
    • May 25, 2014 at 8:54 PM

    I know you already tested mid out. This is just my opinion but it seems that T's have a lot of control over mid (and a lot of options once they control mid).


    Map's looking good though! You should definitely apply for the CEVO contest (2 weeks left): http://gamebanana.com/contests/47

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • May 23, 2014 at 12:54 PM

    I'm a bit stuck on my progress for my map de_fracture (partially because I don't know how to make my textures not so damn ugly!) If you have suggestions, please for the love of god, post'em! ()


    I got some basic feedback to use a lot of metal for the modern complex feeling. Not sure if specularity in source engine is just bad or if I'm just a noob but here's the results:

    [Blocked Image: http://i.imgur.com/hDaO5Fu.jpg][Blocked Image: http://i.imgur.com/LNcSlkK.jpg][Blocked Image: http://i.imgur.com/cYXqGbh.jpg][Blocked Image: http://i.imgur.com/T1lJmUK.jpg][Blocked Image: http://i.imgur.com/TRbGG3p.jpg]Some more photos for de_fracture_b4 if interested: http://imgur.com/a/F7vNL

  • De_forlorn WIP

    • kinggambit
    • May 9, 2014 at 8:20 PM

    Just my opinion but like the others said, the windows and high ground advantage is way too favorable for CT's, especially since flashes/smokes/incendiaries aren't helpful to combat that advantage.


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

    The 2 orange-circled routes seemed unnecessary (balcony route to CT spawn, small hallway connector outside T spawn); I don't think any players ever used them and it convoluted the layout (just lurking positions).


    All of my feedback's just a matter of preference but i think that entire upper catwalk area running through the map is a large part of the imbalance issue; 1. good CT mobility, 2. lots of map control for CT's, 3. inaccessible to T's.


    Both upper areas of the bombsites need some nerfing (and/or give T's better positioning for the routes)

    Also, IMO A bomb site should be more isolated, especially with all the strong positions for bomb-defenders and open distance you have to traverse to get to the site.

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • May 6, 2014 at 12:02 PM
    Quote from leplubodeslapin

    Just a small map i'm making for streamings on vakarm, we will try to do a show like some TV shows where people are trying to answer some questions but ... on csgo

    So it's just a very tiny small scene, but i had to work on the entity system


    Reminds me of that game show, the weakest link: http://youtu.be/LQL_w7JSxCQ?t=2m39s

    Needs a pitfall trap under each podium and the middle person can drop a player to their demise!

  • [CS:GO] de_cpl_fire

    • kinggambit
    • May 6, 2014 at 11:33 AM

    title got me excited...

  • Tips on creating a suitable color scheme/texture set? (CSGO)

    • kinggambit
    • April 24, 2014 at 1:48 PM

    I'm creating my first project-- and like a noob, I didn't use any references. I consider myself to have decent knowledge of color theory and I have a general idea of my setting; I'm using yellow desert sunlight to contrast with cool blue shaded regions and I want a lot of clean materials of concrete and metal to give off a "new modern architectural complex" feel.


    However, I've applied various combinations of textures to my environment but they all seem "off" (i.e. the nasty tiles above the window in the picture):

    [Blocked Image: http://cloud-4.steampowered.com/ugc/3316083131091039692/31E4793B8D189D1EF311B8211F29992EA0C6EFD1/]


    I'm not sure if I'm not using the correct textures, or I'm not using enough textures, or if I just need more detail, etc. I feel like I have to apply just 1 texture to 90% of my level in order for it to be cohesive, but then it turns too plain.


    I'm sorry this is sort of a catch-all question but the texture tutorials online don't really go over how to create a cohesive environment. Are there any "steps/passes" you do or general tips when generating a texture set for your map?

  • What have you watched recently?

    • kinggambit
    • April 24, 2014 at 11:23 AM

    Beasts of the Southern Wild. The dad and daughter cast had amazing performances and the story was creative (not about global warming surprisingly) . Had to fight off my tears at the end. That shit was tough!


    On a side note, does anyone know any films with good cinematography? I love people like Roger Deakins (The Assassination of Jesse James and a lot of Coen bro's films) who really like to get creative with lighting.

  • de_decline (WIP)

    • kinggambit
    • April 23, 2014 at 10:34 AM

    congratulations on your map and welcome!


    To be honest, the map seems really big. As you can see from your hallways, the large distances causes some issues with your routes, especially the connector areas which turn into long tight chokepoints. Also, your bomb sites will be too exposed. In general, awpers will have too much power against opponents. If you can, I'd suggest trying to make the map smaller.


    Still, you have some good ideas! If you want, you can always playtest you map:

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